Academia Crystalis: Charachter Gallery

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Hellis

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Here NPC's of Note will appear, aswell as posting your own PC's :D

Headmaster Joseph Brahn
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Age 62
No Familiar.
Immortalis: Spiralis Pendent.


Instructors:

Maia Mattel
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Age 31
Class: Elemental, Advanced
Weapon: Pacifier (Warhammer)
Familiar: Ragos (Frost Giant)

Abilities:

Giants Strength: Maia is capable of literally crushing rocks in her hand when channeling her giant of a partner. It also makes her hammer even scarier.

Giant Hammer: Channeling her angry spirits power into a mighy blow, little can withstand it.

Frost Smash: Smashing the ground, causing a ripple of freezing magical energy to instantly shoot icicles out of the ground



Ailith Windssong
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Class: Advanced Battle Tactics
Weapon: Tear (Dagger)
Familiar: Amelia (Banshee)
Abilities:

Wisp Blades: Creates a whistling, invisible blade of a strange dark energy. Capable of cutting nearly anything he has encountered so far.​


Deathsong: A hypnotic song that slowly robs you of your will to live. Extremy dangerous, rarely if ever used.

Doomsong: A curse that literally drain the opponent on luck. Having honed this skill to perfection, he can make your equipment fall apart trough miniscule mistakes and have been known to end battles before they really start without lifting a finger,.




Nilar
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Class: Combat Synergy and Control
Weapon: Dusk (Spear)
Familiar: X'tan (Grey Dragon)
Abilities:

Banish: A powerfull blast of light erupts from him, blinding all and dealing destruction to all things dark and evil around him.

Chromatic Shield: Causes a flickering, multicolored shield around him that blocks magic and dazzles all around him.

Redemption: Creates a shockwave with himself as the center, healing in a flash most wounds tha aren't to severe.




Supay
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Class: Advanced Combat Strategy
Weapon: Widowmaker
Familiar: Ssalassar (Emperors Cobra)
Abilities:

Mesmer: The ability to seize control of a persons actions trough manipulating dark energies. Needs eye contact.

Toxic Affinity: Harleth can produce venom inside his body, making him all but immune to poisons. Capable of spitting poison that melts trough metal...

Dark Whisper: His voice is capable of striking terror in to all that hear it.



Vanja Lumistros

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Class: Ranged Combat
Weapon: Desolation Staff
Familiar: Blaze (Heraldic Fire)
Abilities:


Blazing Truth: She literally spit fire. Hot enough to melt metal.

Self Immolation: Wraps fire around her that burns hot enough to melt flesh right of your bones.

Eruption: Causes pillars of fire to erupt wherever she wishes (in sight)



Harald Wittel

https://s-media-cache-ak0.pinimg.com/564x/fd/5d/d1/fd5dd191fe556c0bb3ba6ffae292208a.jpgClass: Martial/Weapons Training

Weapon: Desert Spirit (Jambia), The Pledge and The Promise (Katana and Wakizaki), The Shattering (swordbreaker), The Hollow (Ringsword), Vigilance (Broadsword
)​
 
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  • Name: Brooklyn Eld of Clan Sjölvung
    Age: 25
    Appearence: She is a tall woman of the north boasting a broad physique relaying her physical capabilities. Her skin is fair and eyes a strikingly pale blue beneath stern eyebrows. Her hair long blonde hair, though often with plaited braids in its lengths, is shaved along her right side. As per tradition, she is often wearing facepaint in reds and dark colours upon her face and a fur shawl.
    Race: Norh
    Nation: Alexia
    Weapon: Fosite - A battleaxe of rather masterful design. Not originally meant for Alexia hands, it was taken during the early wars from masterful Bathmeran hands and seized for Alexia's personal stores. Though the designs are old fashioned compared to some of the more modern, intricate designs that might be worked into pieces, it features heavily northern influenced artistic styling that is still ornate.
    Magical Abilties:
    • Fire-Based Propulsion: For brief periods, she gets a burst of fire from her hands/feet that allow her to, for brief periods, launch her body in various directions.
    • Enkindling Touch: A touch that can cause objects to burn on contact, snap and cause sparks or have a flame center in her palm, but in conjunction with her Immortalis Weapon, can create a flaming weapon.
    Personality: Brooklyn is a relatively passive woman when it comes to people for the most part. She could take them or leave them most of the time, except for when they start to make an impression on her... Whether or not they want that impression, who knows. Notably, she's got a temper, as her race is known for, so going down negatively will likely have its consequences and stir up some aggressive impulses. She tends to go out of her way in a sense of loyalty for those she feels connected to, though. Overall, though, she as blunt and forward off the battlefield as she is on and she is likely to be on the frontlines with a shield in hand and taking the charge and brunt of attention.
    Familiar: Azure Vulcanus
    F. Name: Laney
    Element: Fire
    Appearence: A small elemental creature of chalk ash tone, sapphire ember eyes, and with a wreath of blue flame about its head when its flames are low. She has a long, slender tail that ends in a small sparking tail of fire. Her hands and feet are small daggers and her teeth diminutive fangs. Whenever it grows excitable, angry, alarmed or otherwise emotional or so forth, the flames grow to consume its entire form.
    Personality: Laney is a relatively intelligent creature, though you wouldn't know it by her doe-eyed, easily excitable behavior. She is curious and easily entertained and more than a little mischievous.
    Abilities:
    • Flammable: When Laney's flames grow, she creates the potential to begin catching other things on fire.
    • Combustion: Sometimes, she becomes quite overwhelmed and suddenly becomes quite explosive, loosing a small violent explosion of fire.
    Backstory: Brooklyn was born within the confines of the Alexia Empire in the northern mountains amidst the Norh clan Sjölvung. She was the runt of a cadre of 6 children, having 5 elder brothers that dwarf always kept the house lively growing up. Her mother kept a happy home, raising so many large boys that she lovingly sired to a soldier of the Alexian Empire. For the longest time, her hopes rested upon that they would grow up just as strong and fierce as as him, as would their little Brooklyn. Though, there was a hint of reservation within her, a hope that she would stay back from the front lines. Perhaps it was that hesitation that fostered the determination into Brooklyn to succeed that much more despite her more... weak, physique, compared to other Norh youth.

    There were many scuffles in the youth, and always, she would wind up face-down in the snow, bloodied and and bruised and licking her wounds. How many times she would come back home at the end of a fight, having suffered the worst of the abuse in any spar and refusing to give out names, she couldn't remember, and it would drive her mother mad. It was that fire in her that finally got her thrown into a shield maiden's program to be battered and broken and day in and day out for a purpose. At least, to keep her out of trouble and strengthen her up. They pounded into her head ages of tradition, fighting and defense... It wasn't much when the Crystal Wars broke up.

    It was even less when they ended and everything changed. Alexia was no longer the rulers of the world as they saw it. Their Eternal Empress was now... truly eternal, a crystal on the battlefield, and now they called for students to enroll. Initially, pride and grief in the wake of the events kept her from attending. Then, it was fear. Fear that she would not measure up. Eventually, that fear was affirmed as she failed out of the entrance exams. And she did so, two more times.

    If she were a woman for quitting, she would have thought three tries were enough to get it through her head, but she did not. She doubled down, scraping together coin where she could through odd jobs for tutors that they did not have back home as she stayed far from home. She studied rigorously and for long hours, and read from the expansive libraries and trained for long days before taking the test a final time in order to pass.

    She doesn't feel as if much of her training has been of note. So far, at least, she came to the program to prove her strength and for the Alexia Empire, but what she is most keenly interested in is what became of the Eternal Empress and what her exact condition entails and what's become of the world, but little seems to have been uncovered, or at least been divulged to her classes about. The only real highlight was the rite in which she was given her Immortalis and when she bound with her familiar.

    She had little expected a weapon that felt so right in her hands, but she had expected even less the familiar that came to her. As it was, they had gone north for those who would seek out their companions among the ice and cold. She had felt that this would be certainly where she would find her familiar and manage to negotiate one into her servitude... and she had been right, to a degree. Yet, where she had been expecting a great beast of the mountains, there came the azure vulcanus, barely alight in the blustering snowstorm and fire dying. She wonders how her eyes picked up such a dim light through the flurries, but she rushed to the curiosity.

    It startled Laney, enough that her flames sparked a little, but not much. Unsure what to do, but wont to leave it out in the conditions, Brooklyn tore off her own cloak and wrapped it up in warmth and slogged it back to her camp. Out of the elements, the creature recovered and took to the Norh, and their bond was formed from there. There is some amusement had that she has taken on such a small creature as her familiar, but its come to suit her just fine.

    Misc Possession and Information:
    • Lamellar Armor: Armor of small steel plates stitched onto a leather shirt. There is a thick waist, a skirt, leggings, and steel bracers.
    • Round Shield: A round shield painted with the image of a roaring sabertooth cat in red and black paint. It is made of alder to keep it durable, light weight and keep from splitting and reinforced with iron around the rim to reinforce it.
    • Long Knife: For common household tasks and hunting and stuff, whatever needs. More a keepsake than anything from home with its ornamental inlays on the blade.
    • Fur Shawl: A fur shawl of a Artôrwulf beast that was slain by her father.
    • Bottle of Water: A small philter that after it is poured appears to keep dribbling out water due to the fact it was bound with a water spirit.
    • Bottle of Air: A seemingly empty vial but when opened, it offers a soft breeze of fresh air that continues as it was bound with an air spirit.
    • Coal Flakes: A small pouch of coal flakes dusted with confectioner's sugar meant as a treats for Laney.
    • Communication Earpiece: A nifty device made by the craftsman and some ingenuity that involved binding an electricity spirit, which allows long range communication between individuals.


  • Name: Callidia Romula Procella
    Age: 21
    Appearance: Callidia at first glance would likely pass beyond scrutiny as an average enough woman in most regards. Standing 5'6, weighing a modest 140 lbs of being neither slim or heavy and boasting neither being too fragile or too brawny, she is relatively average in stature. Her hair, while decorated with feathers is relatively unmanageable and an unassuming brunette. However, taking a moment longer to study her, details begin to stand out further. Her eyes are a steady pool of cool water grey depths that one sinks deeper into the longer they stare into them. Her skin is not the richer tones of many of the Balamestrian's, in fact, it is many shades lighter. If not enough to hint at her mixed heritage, her facial features give further clue, particularly her aquiline nose. While she attempts to present herself in a gracious, cool manner, steady and tranquil, seems a beat off, as if something is just beneath the surface, looming and ready to get swept up in the tide and take you away.
    Race: Half-Balamestrian/Half-Alarian
    Nation: Bathmeran Republic
    Weapon: Sable Lament - An immortalis in the form of a ring made of sea-green crystal that circles like a band of seaweed up into a frond studded with gems and holding a black pearl.
    Magical Abilties:
    • Whelm: Callidia can conjure great orbs of water in order to encapsulate enemies and leave them suspended in their depths in a riptide. Aside from the lack of oxygen, it is inherently harmless.
    • Wash the Wound: When channeling Fontus' powers through herself, the waters she uses can take on a superior healing potential, allowing her to focus on and apply greater healing potential to focused areas. This can be applied to more seriously injured areas to recooperate allies, though serious injuries are still beyond her or can only be healed partially.
    Personality: Callidia is the sort to find strength from her ability to be so flexible and immersive. She never felt quite home in the Bathmeran Republic, but the Alexian Republic is not her home either. She manages to hold all in an equilibrium where she neither embraces or rejects and casually floats between spheres where normally lines might be drawn. In situations where others might be hard-pressed to stir to action or keep upbeat, she is swift to her feet and with a warm smile upon her face. She prides herself as a healer, on the battlefield and off and is ready to support those in need where she might offer it.
    Familiar: Sea Elemental
    Name: Fontus
    Element: Water
    Appearance: Fontus is a great geyser of water that typically towers over most people. His form is ever shifting, so what he might appear as one moment, he might not appear as the next. Most typical in his features is a pale pulsating aqua light at his core and a helmet that represents his head, not that he needs it. His go-to form appears to be a two-armed humanoid torso that glides about.
    Personality: Fontus is a brash creature of roiling intense emotions often stirred to great, sweeping actions in the peak of such passions. From fits of rage that thrashed the seas in great churning waves to quiet, contemplative still nights, the collassal is prone to a vast array and was not easily brought down when in the throes of a moment. These moments can be swift and sudden and have been building for some time, as things that have happened a great time ago suddenly surge to the surface.

    Abilities:
    • Adaptive Shape: Having a body made up entirely of water, Fontus can change his body's form into a great number of shapes and forms and hold it, having complete control and dexterity with whatever he assumes, whether it be a wriggling serpent or a thrashing octopus. He can spread his weight out thin and sheer or keep it concentrated and bulky, whatever the situation demands, he can usually comply. Most notably, his form being made of water takes blows to a lesser extent and can replenish itself from water sources.
    • Cleansing Rain: Fontus casts off part of their self and creates a mist of rain in the area in order to cleanse allies of harmful effects, leave them refreshed and regenerate them of light damage done to them.
    Backstory: "Your mother is never coming back," murmured her uncle as he took from her hands her mother's most treasured keepsake and the only thing she had of her father's: a bracelet of jade beads. "I wish she was. Leaving us with her..." his gaze was harsh before he looked away, "child." Despite the words, it was apparent in his tone what he meant. Mistake. Bastard. She was born of treachery to the Empire and without a father and since her mother's passing been nothing but a burden upon the family.

    Callidia spent most of her life at the heart of the Alexian Empire within the continent of Melanor. She was raised primarily by her mother, Abelia's hands alone. Her father was a soldier from Balamestria, or so she had been told. He had been injured and her mother, as a healer, had taken him under her care to nurse him back to health. So far from his wife and family and so long at war, he had so long been from a loving attentive hand and became enamored with Abelia.

    Their time together was brief before Kasakir was called away once more, but it was enough and Abelia was with child. She could have settled and wed, but was reluctant to marry anyone she was not in love with, holding out hope for Kasakir to return whenever the war would conclude. So, Abelia raised Callidia as she treated the wounded of the war.

    Callidia was happy enough with her mother within the realms of the Empire. The worst of the war was mostly far from them, and the most of what came their way was those who were stabilized and needed continued treatment. She was ecstatic to help Abelia where she could, even if she was slow to pick up the skills.

    Any training she might have gotten was cut short when Abelia grew ill. The best they knew it was that it was a poison of her blood. She had time to set things in order and make her peace, but what that meant for Callidia was essentially to make up her mind which family would best care for her. Her eldest aunt would have nothing to do wither the child given who her father was. Her grandparents were reluctant to consider to bring her into their home. She would be an embarassment to their noble house (and they really did not have much standing to begin, being a lesser house), but they supposed they might be able to come to some arrangement. Her great uncle was a bit of an outlier of the family and kept mostly to himself. He was a rigid man who kept a strict house but would take her if she had nowhere else and give her discipline. Her uncle would do it as a favor for her mother, the least he could do given her state. She had a menagerie of cousins that wouldn't even answer back at first.

    Ultimately, she ended up being bounced from house-to-house, passed on as the responsibility of the next family member when one grew marginally inconvenienced or weary of her. She grew accostumed to feeling unwelcome and rejected where she went. That is until she was 16 and her father contacted her to meet him for the first time at a hotel in Alexia. It was there that she also met her half-brother, Lokni, as well.

    The experience was jarring and, honestly could have gone better, but not as shocking as the proposal a year later where Kasakir offered to have them meet once more, this time in Amathea and propositioned that they come live with him and presented them with an opportunity that they would be able to attend the Academy. Lokni's disposition towards her was nothing new, but Kasakir was a breath of fresh air with his genuine desire to have her around. If that were not enough, the actual opportunity he presented was too good to pass up...

    And that was how she came to live within the walls of the Academy's city with her father and brother. There were pupils and private trainers all with the latest training techniques specialized for the entrance exams of the Academy. It was comfortable, but not overtly lavish. More so, though, it was strained and awkward between the three strangers with shared albeit separate pasts.

    Callidia tried her best to keep things peaceable and keep up. She was sure she was going to fail out when it came to test into the Academy. Somehow, though, she managed to pass and join in with Lokni's class, though. She wonders at times if it was on her own merit. Part of her feels it was due to her father's prestige that he managed to gain sway somehow.

    Misc Possession and Information:
    • Breech Loading Rifle: A rifle that operates through manually clearing each spent shell and loading a new bullet after each shot.
    • Six Shooter Pistol: A sidearm that has 6 chambers and is a fixed cylinder. It brings each bullet into alignment to fire.
    • Fleet Feet: A pair of light enchanted shoes that give a boost in speed and decrease the weight of the wearer, allowing them to jump higher and fall slower.
    • Hand Torch: A handheld tube that casts light out in one direction in a beam through the use of a light sprite. Can be fixed upon a rifle.
    • Communication Earpiece: A nifty device made by the craftsman and some ingenuity that involved binding an electricity spirit, which allows long range communication between individuals.
    • Librascope: An eyepiece that that can scan the overall conditions of enemies and allies to determine attributes, buffs and afflictions.
    • Ward Charms: A necklace of two charm pieces, a minor shell charm and a minor protection charm with spirits each bound into them to give her a modicum of protection. There is room for other charms to be added with time.
    • Field Medic Kit: A field kit for treatment of allies in the thick of things for more serious matters that need stabilization or are beyond her healing capabilities with her talents. Includes such things as a suture pen, a folding brace, gauze, etc.
    • Balamestri Jade Bracelet: A bracelet made of jade beads that belonged to her mother and before that, her father. She wears it always.
 
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Crystal Wielder Sheet_______________________________________
Name: Ghremen 'Ghrem' Wright
Age: 26
Appearance: Ghrem is above average height. His hair is brown, trimmed close to his head on the sides and longer on the top, and his skin is tanned. He has stark brows and pale gray eyes. He also has a strong jaw and even stronger nose. He looks like any other boy born for military. His physique is broad shoulders down to muscular arms and calloused fingers. His chest is also strong from years of using heavy equipment. His middle is soft, though, he has an obvious paunch that overlaps his belt. It comes from years of only lifting, working at his father's job, and eating a gratuitous amount of food. He has very few scars, except for a few burn marks on his fingers and a nasty cut on his brow.
In the day to day he wears common clothing that is fit to his form and some assortment of leather and cloth to denote his class. In combat he wears armor that his father fashioned for him. It is a mixture of protection and craftwork that speaks volumes of love and talent.
Race: Alari
Nation: Ispea
Weapon:
  • Bastion: A tower shield that covers most of his body. The shield is pale gold in color, but made from a reinforced metal. Etchings cover it, well maintained and cleaned regularly. The bottom of the shield is much like the scoop of a shovel--but sharper. It is capable of being offensive, but is usually used defensively as the bladed end can slide into the ground to become unmovable. Immortalis is woven throughout, adding to the etchings, but otherwise not overly obvious.
Magical Abilities:
  • Try to Move A Mountain: Whatever part of Ghrem is touching the ground, earth absorbs it and holds him steadfast against assault, the elements, and allows for him scale or descend mountains in short and calculate bursts.
  • Towering Guard: Ghrem can conjure a stone wall that goes three feet to either side of him, three feet taller than him, and curves around by about six feet. Anyone within this radius will be protected by the spell. It is strong against fire, lighting, and light. Neutral against ice and dark. Weak against air and water.
Personality: Ghrem is anything but his name. He's an inquisitive, polite, well-mannered person with a tendency to be snarky when the situation arises. He always does it for fun, though, laughing at himself afterwards. Sometimes, he can be self-deprecating but only in the light of making someone feel better. The man almost never frowns, taking to finding something humorous or lighthearted when he can. He's been called a big kid, but that doesn't quite describe him perfectly. He's still smart enough to discern when a smile and humor isn't enough. He's also not dense enough for things to pass him. He has a surprising intellect that shines through when there comes to puzzles to construct or deconstruct.
That need to protect translates verbatim to his fighting skill. He will use his to defend his comrades, and his offensive abilities to keep enemies off of them. When using his familiar, Bulwark acts as a distraction or purely as a battering ram to thin the herds. Ghrem is adverse to killing, when he can.
Backstory: Ghrem was born to no great fanfare, except his mother's cursing and his father's laughter at the words pouring from her mouth. He was the second child, and the last, having an older sister by five years. His father, Alabast Wright, was a weapon smith and occasional gunsmith. He was a very talented one, and quite prolific. He couldn't keep up with the demands of war, but he could make a rifle that wouldn't explode in the user's hand. Ghrem's mother, Celes Wright, was the City Guard Chief of their small town. She was always keeping an eye on everyone--especially her children. Ghrem's sister, Rayna Wright, was the keystone of the family. She was well-learned, well-trained, and all around a marvel student and daughter. She left to hunt beasts as soon as she could, hoping to help placate the tumultuous world. Ghrem was content just to be well--content.
It became obvious that Ghrem was more inclined to follow his mother's legacy than his father's. At a young age he took to a sword and shield. That soon evolved into using a shield and polearm as Ghrem's strength allowed for him to use it more efficiently. He joined the Junior City Guard at the first year he could. From them on, he practiced and studied their ways. He was sent on a lot of minor missions. Yet, there were always problems in his small town. Most originated from gossip, but some were legitimate. That was when he met Bulwark.
It was a sole mission that he was to take to a hilltop. A "concerned" citizen reported that the hills had "breathed." She was terrified of beasts and monsters. They'd plagued their small town a few years back, and people were superstitious at best. Ghrem made his way all over that hill. He found nothing--at first. He sat down on the cusp of a hill and ate an apple. He threw the rind to the ground. It was slowly absorbed around him. Suddenly, from the ground erupted a massive beast. It chewed on his rinds, gave a nasty look, and then became a hill again.
It took a few encounters, but inevitably Bulwark formed and hovered near him, ready for fruit rinds. The beast was unable to talk, but after some time, they managed to communicate through gestures and the sounds of earth grinding. Ghrem learned that Bulwark was old--very old--and had been awakened by the Crystal Wars two decades past. He was a peaceful beast, only wanting to tend to his own things. He'd only attacked when provoked. Yet, how much would it take to provoke a mountain?
Bulwark and Ghrem settled into pattern that was friendly. Bulwark spoke about the older days with elaborate gestures and sounds, and Ghrem was content to tell him about his father's inventions or world news.
Things changed when Rayna came back into town from years of beast hunting. The siblings were estranged, at best, and Rayna spoke ill of beasts while Ghrem was assured they were not. So, he had an idea that he would show her Bulwark in an attempt to sway her thoughts. Things went south. She attempted to kill the beast, but Ghrem intervened standing between her and Bulwark. Rayna, assured she could take on the beast without hurting her brother, went in for another talk. Ghrem's reflexes from years of training kicked in and he lunged at her. Yet, her blade was angled at his gut, and she came a breath away from accidentally impaling her own brother. In that moment Bulwark and Ghrem bound together, and a massive stone wall appeared between Rayna and Ghrem. Unfortunately, Rayna was caught in the stone, breaking her arm so poorly she'd never be able to use it again.
Ghrem realized that he needed to do something. That the power that he'd just been gifted was far from his comprehension, and he wished to help people instead of harm them. So, it became apparent that he'd need to join the Academy to do such--help fix the tear that the Crystal Wars created. It took a few years, and a few tries, but he managed to get accepted.
Misc Possession and Information:
  • Collapsible Polearm: it seems like a heavy three-bladed sword at first, but with a twitch of Ghrem's wrist he can make it into a polearm. This twitch can come sudden and surprise the opponent or be obvious when he needs to hide behind his shield.
  • Heavy Alari Armor: Ghrem's armor covers his shoulders, arm, chest, and legs. It is made to offer a dense covering to anything that his shield can't. Any other bits are a lighter plate, and none of it is overly easy to maneuver in.
  • Water Flask: Because a man needs to drink.
  • Food Provisions: Because a man needs to eat--a lot.
  • Tinker's Belt: For fixing his armor and Polearm. It is a simple set of tools and whetstone.
  • Wright Telescope: A telescope, simple as that, capable of looking far distances with help of various lenses and mechanical properties.

Familiar char sheet. _______________________________________

Name: Bulwark
Element: Earth
Appearance:
Bulwark is a massive creature, eight foot tall, and half as broad. He looks very much like an attempt of at a human made from dirt, stone, and mud. His size is dependent upon the situation, but he has two arms and two legs with one head. His body is transient when it comes to small features like his face, fingers, feet, and general shape of his body. Most of the time his forearms are larger than his back, and he takes running on all fours than standing. He states that it isn't because he is animalistic, but because only humans find the need to scuffle around on two feet, and he is better than that.
Personality: Bulwark is docile and polite until riled. He only joined Ghrem because of the extreme situation, otherwise he would have spent his days warming under the sun and napping. He doesn't aruge, but he can be a snarky and crude with gestures and words. He only gets hostile when one physically conflicts Ghrem. Then he'll go full out, otherwise he offers wordless phrases of knowledge.
Abilities:
  • Pure Earth Nature: Bulwark is capable of phasing into the ground for fifty miles. His intention may be known by slightly raised grass, stone, and sand. But he is completely underneath the earth, though he can't do anything himself but travel.
  • Compounded OntoThee: Bulwark is capable of pulling the surrounding earth into himself to be stronger and larger. A lot dirt will lead to a larger body, but more insecure. A lot of stone leads to him having a secure body but it is slower. He comes larger and denser based on what is around him, though he cannot become immense--he is formidable.
 
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Name: Fridtjof Kierkegaard
Age: 21

Appearance: Fridtjof is a large youth, standing at six feet and two inches. He wears his hair in the top knot style of his family's status and often dresses in dark or drab tones.
Race: Norh
Nation: Alexia/Tribe

Familiar: Hjálmarr the Revenant.

Magical Ability: Summoning

Weapon: Jorobifask and Steinnbrjota, a shovel and pickaxe respectively.


Magical Abilities:
Raise "Dead": Striking the earth with either Jorobifask or Steinnbrjota, Fritdjof raises an shadowy construct and allows his familiar to control it, even when fused. The construct is weaker than Hjálmarr's natural state and is unarmed, but retains the revenant's intellect, bloodlust, and skill. The construct is destroyed if: the "head" is destroyed, Fridtjof is incapacitated, or the "body" receives enough damage.

Undead Physique: Fridtjof channels Hjálmarr's unnatural toughness and strength to empower himself. Fridtjof's eyes burn with ghostly blue flame and his skin and hair begin draining of color as he slowly becomes like his familiar. Blue miasma also begins flooding out of his eyes, but doesn't affect his vision. In this state pain is reduced to nearly nothing, his senses are dulled into blurs and indistinct sensations, and his emotions are suppressed except for freezing rage. Also, due to attaining a death like state, poison and other weakening agents are not as effective. If used in conjunction with Raise Dead, he only gains half the strength and endurance of his Familiar, but also doesn't suffer as harsh consequences..

Personality:

Unlike most Norh, Fridtjof Kierkegaard is reticent and taciturn in his dealings and relations. He is somber and serious. However, while he appears to be even tempered and slow to anger, that is far from the truth. His rage is greater than that of any true Norh Berserker, but he buries it under chains of control and few can tell how enraged he is, a trait only worsened by his Familiar. As much of a loner as he is though, Fridjof enjoys the companionship of others, though he normally limits himself to one on ones and small groups.. This reflects his fighting style, either fighting alone and powering himself through his loneliness or summoning a companion to fight beside.

Despite his anger, Fridtjof is always willing to forgive and forget, provided the person he feels slighted by apologizes. If not, the he holds a grudge that would last even longer than his Familiar has lived. He may not go out of his way to bother the object of his dislike, but he'll still be churlish and kind of an asshole towards them. Granted, the same hatred does not necessarily extend to that person's relations, and he is willing to be friendly if the person he is holding a grudge against talks to him.

He is also a slightly heartless boy, assuming the worst in others due to the hypocrisy of his childhood as a shame-holder. When asked for favors Fridtjof is just as likely to refuse as not if he feels the person sees him as merely a commodity or tool to be used and then discarded. As well, due to his interactions with the "ghost" of Warrior's Helm, Fridtjof is extremely nihilistic in the sense that since the world and life have no meaning other than existing, there is no reason to not help others with their suffering.


Backstory:

In some of the many Nohrn tribes there exists the concept of shame-holders, families who prepare the funerals of those who did not die in battle, who died of sickness or old age but not in childbirth. The shame-holders would take on the shame and dishonor of the ignoble death unto themselves, essentially damning themselves after death for others. It began as an honor, but developed into a mockery and a curse for the families who were chosen to bear the title.

As such, Fridtjof Kierkegaard never expected to be much in his life. He and his family were mocked, shunned, and mistreated save when they were needed to save the souls of someone from damnation. It pricked at the young boy's heart, scarring and callusing the boy's soul into a sort of armor against the barbed words and mocking smiles of his peers. He began spending more time alone, exploring and finding work around his village in mines and other low end jobs. He never expected to be chosen in the annual selection tour of the Nohr tribes.

Until then, he watched with detached interest as his tormentors were chosen to go to the Academy, only for many to return in shame and anger. Anger they would try to take out on Fridtjof, only to find that he had grown in body and mind while they were gone.

One day, on his eighteenth name day, he found himself back in an immortalis mine when a cave in occurred. He was trapped for weeks as he tried to make his way out of the mine. By luck, just as his tool was about to break he broke through into another mine tunnel. However, it was one he didn't recognize and it seemed far too old to be by the Alexians. Exploring the tunnel, he found an exit that lead into the famed Warrior's Helm. Awe struck, he looked around at the undisturbed snow that no one had seen since the Crystal War. He was startled by the Revenant, who threatened to kill him if he didn't leave.

In response, Fridtjof replied that he was dead anyways before asking who the Revenant was. It shrugged and replied that it was the spirit of death that hung over the Helm, and that he would remain until he felt at peace. Here Fridtjof did something he still puzzles about to this day. He offered to take the sins and shame of the thousands of dead in the Helm if it granted the Revenant peace. The Revenant laughed at the young man, telling him that human spirits were a load of horse-shit and counter-offered that he would let Fridtjof live if the young man let the Revenant bind to him. When asked why, the Revenant replied that it could not leave its place of birth and that since the Alexians had begun mining around the Helm, there was no one for him to fight. Fridtjof agreed, and so the Revenant lent him the strength to make his way out of the Helm and back into the world.

When he announced that he would go to the academy, with the Revenant of Warrior's Helm as his beast, he was met with scoffs of him going insane in the caves. Until the recruiters came, Fridtjof began studying for the exams; spending every waking moment poring over tomes and books or training with his familiar.

He barely passed the entrance exam his on first try, but his troubles did not end their. The other students that came from his tribe and area targeted him, mocking his status as a shame-holder and the fact that his Immortalis weapons were tools. Needless to say, Fridtjof received many hours of combat experience outside of class. Nonetheless Fridtjof made a name for himself for his toughness and quiet determination.

The second year was better, as many of his tormentors either dropped out or had developed a grudging respect for the undertaker's' son. It was in his second year that Fridtjof discovered his ability to infuse constructs with parts of his familiar's essence to create a partner when fighting with magic, unveiling the trick in a spar against one of his more persistent tormentors. He nearly killed the other boy in a fit of rage. That was the first time that he truly understood what it meant The boy survived and recovered, but Fridtjof was traumatized and nearly dropped out. He was packing his things when the boy he nearly killed came to talk to him and demanded a rematch.

Misc Possession and Information
-Doesn't like hot foods or liquids as they scald his tongue
-Sunburns really fucking easily
-Like learning about burial cultures and traditions of other races.
-Leg Armor: greaves and plates covering his front and side on his waist. On his sides are a network of straps and holsters holding his weapons, allowing easy drawing of his unorthodox weapons.
- Leather Jerkins: The only body armor he wears, it's just a tough leather jacket.
-Has a leather-bound journal that is filled with notes on the aforementioned cultures and traditions. It's also filled with his poetry.

Familiar char sheet. _______________________________________

Name: Hjálmarr the Revenant

Element: Darkness

Appearance: The manifestation of the "cursed" land Warrior's Helm that saw the deaths of thousands on it's earth in the barren, frigid north long before the Crystal War. He appears as a decaying corpse, pale flesh stretched over deteriorated muscle and bone, stringy brown hair framing glowing blue eyes and noseless grin. In his death (heh) grip, he wields a rotting and rusting great ax

Personality: Despite his wretched state, Hjálmarr is still intelligent and lucid, if bloodthirsty and violent. When not screaming about the lack of knee deep pools of his enemies' blood he can be relied upon to offer pithy one liners like the psychopath that he is. He is also self concious about his lack of nose, but hides it under violence and collecting noses as trophies.



Abilities:

Mortal Coils: Hjálmarr shoots out tethers of shadowy energy that bind to the first things they hit. He can either aim one tether or let three tendrils shoot out at random from his body. Regardless, the bound targets are pulled to the Revenant unless the object is too heavy. For example items bolted to floors or walls would actually pull Hjálmarr towards the object.

Undead Monster: As the spirit of both a geographic feature and the manisfestation of large scale death, it is damn near impossible to permanently kill Hjálmarr. He does not require sustenance, rest, nor breath to function and can repair himself by tearing pieces off his enemies and attaching it to himself. Those pieces begin to rot and take on the same quality as the rest of Hjálmarr, and allow him to be highly adaptable. However he is highly susceptible to being burned and crushed, and if his head is destroyed so is he.

Warrior's Helm's History

Warrior's Helm is a place of tragedy for the tribes that live in the far North, with a history of death and destruction. It is a valley surrounded on three sides by mountains and on its last it has access to the sea. Difficult to capture and difficult to leave, it was a peaceful hamlet before it was settled. Here BCW stands for years Before the Crystal War
2000-1993 BCW-First settlement, a now lost people who settled in the valley. Wiped out when the Helm was invaded by wandering tribes wiped out most of the village, only for the sea to flood the valley following a hurricane that submerged the area for a century. (~100 deaths)
1983-1887 BCW-Submerged underwater.
1887-1700 BCW-Tide recedes, found by fisherman and resettled. Settlement forced to leave when a terrible winter storm began freezing the ocean and covering the helm in snow. (67 deaths)
1653-1450 BCW-Rediscovered by wandering tribes. Declared a holy ground by the tribes, and a neutral meeting ground of peace. Eventually desecrated The tribes were massacred by the strongest who enslaved any survivors. (~500 deaths)
1400-1100 BCW-Raiders arrive and begin sacking the Helm. Eventually conquered and settled by raiders, but not before almost eradicating the former tribesman. (~1030 deaths)
1100-749 BCW-Named the Warrior's Helm by the raiders. The raiders expand south from the Helm, and set up their own kingdom. The civilization dissolved into civil war after Jarl-King Ásbjörn the Feeble, sixth of his name of the Bardian dynasty, died sonless. The war culminated in a siege of Warrior's Helm where the walled city that had been built in the valley and it's besiegers were crushed by an avalanche. (~120,000 deaths)
749-690 BCW-Warrior's Helm is inaccessible.
701 BCW-First appearance of the Revenant, from The Journals of Traveling Brother Soren in which the monk describes his party being massacred while passing by the Helm by a pale creature "that shrieked an unearthly wail of thousands of voices, it was enough to drive a man made or, in the case of one of my brothers, lose control of his bowels. It is only by the grace The One that even a handful of us survived, as the monster disappeared after the twelfth hour when the cockerel crowed." (10 deaths)
700-100 BCW-Warrior's Helm goes unsettled as the Revenant continues to slaughter any who dare approach. A popular, if grossly inflated, tale is that five kings approached the Helm, but only King Death left with scores of new subjects. In truth, they were little more than warbands who were foolish enough to try and camp in the Helm. (500 deaths)
100-Crystal War- Immortalis is discovered in Warrior's Helm. The Revenant disappears until the end of the War, but reappears calmer and intelligent. The interior of the Helm is inaccessible as the Revenant guards it. Deciding it wasn't worth the trouble, the Alexians decide to mine around the Helm and leave the center alone.
 
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Miso of the Dry Wastes
Age: 23
Appearance:
jixvTjU.jpg
Miso is of average size for an Ethian, but is short by most other races' standards. Her body is lithe and quick, and her skin is tanned and rough from years of battling under the sun. Her hair is cut to a medium length, and is a strange combination of grey and faded red. Her eyes are wide and sharp, a light, pale yellow that reflects brightly in the dark. Miso's ears are tall and flick often, and mostly involuntarily. She wears simple clothes that cover her body most of the time, as she is used to heats much greater than what she encounters in other parts of the world.

Race: Ethian
Nation: Ethia
Familiar: Dholholholholh (Dhol)
Weapon: Grhl, a long-handled light blue spear of simplistic, yet elegant design.
Magical Abilities
Creeping Ice
Miso can concentrate for a moment before conjuring a sheet of ice that slowly covers everything it moves across. The initial area of this is not very large, but the longer she concentrates the larger the area becomes. This ice is thick, slick, and difficult to navigate - Miso can move about it unhindered, however. After it is conjured, it melts as ice normally would.

Piercing Storm
Miso can summon a small, immobile snowstorm around herself, limiting visibility and pelting her enemies with bits of frozen snow. The storm does limit her own visibility, but she does not get struck with hard snow, as it just melts against her, allowing her to move freely.

Personality
Miso is a kind and steady soul, always happy to give advice when requested and is amicable to most people she meets. She is, however, highly competitive, and is willing to take on any challenge at any time - the reasoning being that even if she's not good at the contest, she'll still learn something from it. She has rare exceptions where she will become irrationally angry if someone is from a combative tribe or does something that insults her morals, but for the most part she can let things go.

In combat Miso is a fast thinker and an opponent that is difficult to pin down - she prefers it this way, being able to be quick on her feet and not be weighed down by heavy armor is more important to her than other protections. She uses misdirection through her abilities, movement, and familiar to conceal her presence and strike before her opponents can react.

Backstory
Miso was born as the 7th daughter, and 13th child of a wealthy tribe leader that controls a large oasis in the Ethian Desert. It's hospitable and strategic location is key to the tribe's success in the constant fighting that takes place on the continent, and all of the tribes folk go through intensive combat training to keep it that way. Miso herself was born in a time of conflict, and as such had a sword and spear in her hands practically since birth.

She often found herself on the frontlines of conflict, even as a teenager, and was never exactly sure why. Her brothers and sisters, and even her father participated in combat, but certainly she was too young for this? Why would they be constantly sending her out before she was even 16? Soon, she learned of her family's secret - a deadly disease had taken over her father, and soon he would be dead. A tradition of the family was to give the rulership of the tribe to the first child who survived 99 battles, and given his grave condition, he needed a successor as soon as possible.

With this in mind, Miso began to push herself to be the best warrior in the tribe. She had already lost multiple siblings that seemed to be great candidates, and if someone became wounded on the battlefield, they would be left out of many possible battles to take part in. She focused on agility over strength, not getting hit so that she could survive, pick up the pieces, and get back to the fight as soon as possible. While she was capable with a blade, the spear's reach and safety called to her, and soon she was known as one of the swiftest warriors with a polearm.

It was when her reputation reached her family that she was given a special weapon - one that had belonged to her great great uncle, and had not been used in decades. She was the best candidate to reach the goal of survival, and the gift of the ancient spear Grhl would give her the edge to reach that goal.

And then her father died. She was 17, on the eve of her 80th battle when it happened. With the tribe's future uncertain, it seemed as though her eldest surviving brother would take the helm - though the rest of the tribe was unconvinced that he would be the correct choice, given his inability to complete the test. Many of the tribespeople supported a powerful warrior who had been through hundreds of battles with warring tribes. So many, in fact, that when they raided Miso's family's tent, her and her siblings were immediately overwhelmed.

In this time of stress, she was finally able to summon the guardian of Grhl, the enormous ice worm that had been bound to the spear. Dholholholholh, Miso, and two of her siblings were able to hold off the mob while her mother and other siblings escaped, scattering across the continent. Miso and one of her other siblings survived that night, and agreed that they should go their own ways - with no tribe, they were more likely to get by if they were alone. Miso wanted to hone her fighting skills, and having heard of the institution that could teach her to utilize her magical artifact to its fullest extent, she decided to head in that direction. Of her family, her mother, 4 brothers and 5 sisters remain. She is not sure where they are.

It took her a few years of training and raising money to make it to the academy, and when she did she managed to pass the exam with little difficulty. In her 3rd year, she has lost most of her bitterness towards the incident with her family, and has chosen to try and become a happier, more amicable person. Still, she burns with the desire to prove herself, to prove that she could have been a great warrior and could have led her tribe.

Misc Possession and Information
- Cutlass: Useful for close combat, though Miso is less skilled with this blade.
- Buckler: A dented light steel shield that Miso uses to parry strikes.
- Cloth Armor: While Miso relies almost entirely on her nimbleness to keep her safe in combat, she does wear light cloth armor - not enough to stop most blade strikes, but might slow down an attack enough that it doesn't do major damage.
- Charms: Various charms and gems from her old tribe. Though they give her no special ability, she wears them to retain the memory of what she once was a part of, as well as her family.

Familiar

Name
Dholholholholh

Element
Ice

Appearence
HEe06xp.jpg

Dhol is a large white worm, around the size of a horse. He has a single, terrifying eye in the center of his head, and mandibles filled with rows of sharp teeth that could crush armor with little effort. His body extends out behind him about a dozen feet, and he moves with an unnatural grace, his armored plating clicking and slithering organically alongside his body.

Personality
Dhol acts very regal and even-tempered most of the time - he often acts as though he is judging others or giving them stern looks with his single red eye, enjoying intimidating people that do not know him. However, underneath that he is actually extremely easy-going and amicable, and the appearance of nobility is only for strangers and enemies. He cannot speak beyond making low hissing noises, but can understand speech. In combat, he burrows through the ground, especially if there is ice and snow, to get a good flanking position on his enemies before violently engaging on them, wishing to protect his partner by removing the threats entirely.

Abilities:
Lay Waste
Dhol can unleash a cone of freezing breath from within his maw, delivering subzero temperatures along with a blizzard of snow to all caught in it. This does minor damage but severely hinders its victims.

Cold Blooded
Dhole's entire body is freezing, and that is exacerbated when he is enraged or in combat - so much so that if he is in combat and someone touches him, they will get severe frostbite. This can also hamper and slow those he is very close to.
 
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[BCOLOR=transparent]Kiza de Oura Fray[/BCOLOR]

Kiza3_zps9natqzvj.jpg

[BCOLOR=transparent]Age: 22[/BCOLOR]

[BCOLOR=transparent]Appearance:[/BCOLOR]
[BCOLOR=transparent]On first impression there are probably plenty of people who think Kiza was a girl. He's certainly gotten enough confessions of love by the first years for that to be entirely true. With pale skin and long white hair who would blame them. Except for the second year he had short hair and still got love letters. He's not very tall standing only around 5'5" and weighing about 116 pounds he's probably fairly light. Fairer is his skin, and his eyes are aquamarine in color, sometimes appearing blue purple. He often is trailed by the smell of roses, as he uses a roses scented shampoo for his hair.[/BCOLOR]


[BCOLOR=transparent]
Kiza_zpsbsjjkjri.jpg
[/BCOLOR]
"I'm sorry this is just a bit awkward"

[BCOLOR=transparent]Race: Varsi[/BCOLOR]

[BCOLOR=transparent]Nation: Ispea[/BCOLOR]

[BCOLOR=transparent]Familiar:[/BCOLOR]
[BCOLOR=transparent]Nimue - described as beautiful water woman, the Nimue are water dryads responsible for the legends and stories of the Lady in the Lake. The Nimue have always been different than their land fairies and pixies cousins. And they were far different from the mermaids of the land. The Nimue did not cause harm in the seas, lakes, and rivers they inhabited. Instead they were good natured beings who pride on taking care of the land that surrounded the banks of their home.[/BCOLOR]


[BCOLOR=transparent]They have always been creatures who represented charity, fortune, beauty, and kindness. The Nimue have been responsible for saving drowning victims from drowning, leading those survivors of capsizing ships to shore, or giving to the much poor discarded treasures who were not loved by their previous owners.[/BCOLOR]

[BCOLOR=transparent]The Nimue themselves are not to keen on being seen by eyes that seek them out. Instead they like to appear to those who do not look for them. While they have been rumored to be seen in Amathea and Balamestra, their true home is in the lost island known only as Avalon.[/BCOLOR]

[BCOLOR=transparent]Many sailors have gone to look for it. To find lost treasures. But none have found it. Some say it doesn't exist. Others say a magic hides the island from anyone seeking its discarded fortunes.[/BCOLOR]

[BCOLOR=transparent]It is rumored the Immortal Queen Alexia was inspired by the treasures of Avalon to forge Immortalis into the weapons of her Honor Guard. It is also rumored that it was from the Nimue that Orwen learned the secret to binding Bahamut.[/BCOLOR]

[BCOLOR=transparent]Nimue hold onto hordes of discarded treasure in hope to find the one who loved the item. Or to give it to someone whom is in need of the item and will love the item much more than the one who discarded it away. It is said the Nimue will weep for the items that have been thrown away and no longered love.[/BCOLOR]

[BCOLOR=transparent]They travel by water. And some Nimue go to great lengths to return an item to its rightful owner or to find one who will own it. Nimue will travel far and wide for souls who have no desire for luxuries, but will accept them nonetheless.[/BCOLOR]

[BCOLOR=transparent]Magic: Support[/BCOLOR]

[BCOLOR=transparent]Weapon:[/BCOLOR]
[BCOLOR=transparent]La Notte - *See his appearance[/BCOLOR]


[BCOLOR=transparent]There has already been too much war and bloodshed. More bloodshed and more violence only breeds more violence and bloodshed. Beyond that it creates broken hearts. There's no point in fashioning more weapons to harm. What we need is a weapon to inspire Hope. A weapon that can bring peace and bring prosperity. It hurts too much to see more people hurt.[/BCOLOR]

[BCOLOR=transparent]The La Notte plays a song that; Inspires Hope in his allies and those who hear its song. And lowers their susceptibility to fear.[/BCOLOR]

[BCOLOR=transparent]The Song of Hope; basically a show of how his flute sounds, especially in the beginning[/BCOLOR]

[BCOLOR=transparent]Magical Abilities:[/BCOLOR]

[BCOLOR=transparent]Water- since Kiza was young water was drawn to him. Though not in the sense that he could ever create it. But it reacted to him and his energy. Able to move with his hand motions or draw it from different sources towards him, but he was never good at creating anything as large back then as he could now.[/BCOLOR]

[BCOLOR=transparent]Aqueous Shield-[/BCOLOR]
[BCOLOR=transparent]With the aid of Vivien they can erect a rather well shaped bubble made from water to shield a small area. While the shield surrounds a 15 ft wide circumference, the shield completely capsules around him and whomever is close enough for him to shield. The shield behaves like jelly, allowing it to disperse the energy of blows elsewhere on its body.[/BCOLOR]


[BCOLOR=transparent]Affect; A 15ft wide circumference bubble, towers above 3 or 1 individual at a time. In which the shield disperses energy around its body. However, the bubble is both prone to freezing making it vulnerable to shatter. The bubble also requires its users focus to keep its shape, and is entirely possible to transfer a powerful enough blow that could shake the user from focus. The bubble is susceptible to hot enough flames. And the bubble weakens in the same area it is struck at over time losing its elasticity. While entirely possible to be held onto indefinitely, it is an exhausting magic to use, the user may be prone to collapse if the shield is upheld much longer than the user's own exertion.[/BCOLOR]


[BCOLOR=transparent]Personality Strengths:[/BCOLOR]
[BCOLOR=transparent]Kiza is a very warm person, he has a very gentle soul and desires no other than to help those in need. Despite being someone who probably in need himself. He gives love to those he thinks don't get enough and he makes sure everyone he knows around him, know that at least one person beside them loves them. He is very loyal and very honest. While a natural pacifist, he is useful as a tactful thinker. While he detest war and detest violence, he has a unique eye for viewing the field and knows where to place them. Naturally this means he's a good chess player too and any kind of game that requires a piece with a board. He likes to cook, especially to those he owes. Always saying the secret ingredient is the love he puts into it. And he often goes out of his way to help others without being expected to be paid back. While he may be supportive on the battlefield it doesn't make him a coward. If he had to, he would sacrifice himself for someone he loved.[/BCOLOR]


[BCOLOR=transparent]Personality Flaw:[/BCOLOR]
[BCOLOR=transparent]While it's good to help others, Kiza can often do it to excess. Pathologically altruistic he has a habit of over helping people. He often helps people to the detriment of himself sometimes. He'd give a homeless man everything, clothes, food, even buy him a hotel room, leaving Kiza with no money to get home. Kiza will often empty himself into other people often forgetting about his own needs. Which makes Kiza come off emotionally naive to his own feelings, while he can greatly understand the feelings of others, Kiza doesn't quite know how to communicate his own emotions. That and he probably clings onto other people because he's afraid to be alone not to downgrade his kind acts, they are often done because he wants to do them with no desire for praise. While he is not afraid of candles, lighters, or small contained fires as long as he reminds himself they are contained. He is afraid of uncontrollable fires, and probably freeze in a situation if he was witness to any kind of wall of fire. Which in theory means he may be slightly afraid of fire users as well.[/BCOLOR]


[BCOLOR=transparent]History:[/BCOLOR]
[BCOLOR=transparent]The son of war. It's true that Kiza was not born in Ispea, but it also true that Kiza was a survivor of the war. His own home on the outskirts of Amathea was ravaged by the war. Devoured by flames and blood. Kiza lost his own parents to the war. Young enough to remember the hellfire of war, to young to process it.[/BCOLOR]


[BCOLOR=transparent]Kiza witnessed a lot of death at the hands of the war. He barely remembers how he survived the smoke that filled the town up like an unsettling fog. But he remembers the smells and the sounds. It's a nightmare he rather forget. His trip to Ispea was merely because of a soldier who took him as a refuge and an orphan.[/BCOLOR]

[BCOLOR=transparent]Though he was left to an orphanage. Which he was cared for and tended for by the caretakers there. And there in which he learned responsibility and duty. Kiza not known a much better life than maybe the Academy.[/BCOLOR]

[BCOLOR=transparent]But he is not one to complain either about life. He believes in fate or destiny. That every event happens for some reason. Maybe he tried to justify the reason of his living was to understand people. The true victims of this world. Before the academy he was a servant to a wealthy family. Who merely found him odd or creepy.[/BCOLOR]

[BCOLOR=transparent]Probably because he was one of the few servants not to complain. But was happy to be of service. Not because he was licking anyone's boots. Not because he was kissing ass. But because he generally was happy to help. More than likely had to do with his upbringing in a small, poor, farming city, barely even worth a mention. A piece of land that was merely gum on the shoes of the giant's foot known as war.[/BCOLOR]

[BCOLOR=transparent]Truth be told Kiza probably never been to the Academy if not for his affinity of magic, the fact the family found him creepy, that and he had an unusual tag along.[/BCOLOR]

[BCOLOR=transparent]The family he had been in service to, all too but happy to ship him off to the Academy simply to not be a part of it.[/BCOLOR]

[BCOLOR=transparent]Misc:[/BCOLOR]
[BCOLOR=transparent]Out of all the students in Academy it is Fridtjof who often helps him when he is in a bind due to his habit. Kiza appreciates Frid's kindness and is often very keen in paying Frid back[/BCOLOR]


[BCOLOR=transparent]Kiza also has a habit of baking a lot of cookies for people he owes. Last time he baked over 60 cookies for Frid for helping him out of a tree[/BCOLOR]

[BCOLOR=transparent]Kiza often ends up going over to the extremes whenever he's doing something, people will note his gift giving is often in elaborate, and almost flashy to the point of being unopenable messes of ribbons and sparkly paper[/BCOLOR]

[BCOLOR=transparent]And despite Kiza looking like a girl, he actually is not interested in romantic relationships with men. He does like girls[/BCOLOR]

[BCOLOR=transparent]He searches for his parents in the Immortalis Statues[/BCOLOR]

[BCOLOR=transparent]Some items he carries is an ornate looking hair brush given to him from the daughter of the family he was serving.[/BCOLOR]

[BCOLOR=transparent]A piece of porcelain from a broken teacup, he always liked the decorations, and it has sentimental value when he broke one of the cups at the Family home[/BCOLOR]

[BCOLOR=transparent]And often brings snacks for everyone, he always has snacks for everyone on him[/BCOLOR]

[BCOLOR=transparent]Theme Song:[/BCOLOR]

[BCOLOR=transparent]*Note: The lyrics feel like someone singing about him when he helped them.[/BCOLOR]

[BCOLOR=transparent]
[/BCOLOR]

[BCOLOR=transparent]Familiar[/BCOLOR]


[BCOLOR=transparent]Goes by Vivien[/BCOLOR]

[BCOLOR=transparent]Element: Water[/BCOLOR]

[BCOLOR=transparent]Appearance:[/BCOLOR]
[BCOLOR=transparent]Currently holding onto a sword she hopes some day she can give to a wielder who will love the sword.[/BCOLOR]


[BCOLOR=transparent]
Vivian_zpscgqod8wi.jpg
[/BCOLOR]

[BCOLOR=transparent]Personality:[/BCOLOR]
[BCOLOR=transparent]She is commitment orientated, when she makes oaths, and promises she is bound to keep them. She comes off shy and doesn't really like anyone to see her, will often hide behind her tamer because of it.[/BCOLOR]


[BCOLOR=transparent]Abilities:[/BCOLOR]
[BCOLOR=transparent]Water Dowsing - To find individuals the Nimue often use an art of water dowsing that tracks down the spiritual energy of an individual. Though often the Nimue require an item loved deeply by the individual to find them. It is said the item carries a particle of the individual who owned it, which makes it easier to track and locate that individual.[/BCOLOR]

[BCOLOR=transparent]Mist - One of the reasons why Avalon may be so hard to find is because the Nimue themselves can cast their own misty fog. While not made out of gaseous clouds, it is often made from little rain droplets that make visibility hard. The mist doesn't last very long, perhaps a good cover for 1 minute up to 2 minutes.[/BCOLOR]

[BCOLOR=transparent]History:[/BCOLOR]
[BCOLOR=transparent]Before she was known as Vivien, she lived on Avalon with her sisters. While she ventured far and wide like her sisters did to return lost artifacts to their rightful owners, she always returned to Avalon as her sisters had done.[/BCOLOR]

[BCOLOR=transparent]She herself would have never been affected by the war, nor the heartache if not for the day she met a soldier. During a time in the Crystal War, she met a man. A soldier in fact. Who was dying, but tried to partake in one last drink. She remembers helping him drink. And him telling her a story about his son before he passed on.[/BCOLOR]

[BCOLOR=transparent]She wept for the man and vowed to return the sword on the man's side to his son. It took her many more years to find where the son was. His spiritual energy too weak for her to search for him in the regular manner. So she was forced to ask for assistance in other ways. Asking the many creatures of the land to aid her.[/BCOLOR]

[BCOLOR=transparent]As talking to humans she was still too careful to do. Eventually she did find the son, or his whereabouts. In Ispea, so she traveled. Found herself in one of the cities many channels. Which made her uncomfortable and nervous, as her kind often avoided the human gaze.[/BCOLOR]

[BCOLOR=transparent]She was witness to someone's kind and pure soul, giving all that they had with them to someone else. Much like her kind. The first human in a long while that gave her some form of hope for their species. Contacting the young man, she asked the one who called himself Kiza to help her return the sword.[/BCOLOR]

[BCOLOR=transparent]He accepted with a smile, he didn't even seem to mind at all. Vivien at the time didn't understood what drove this human to be so kind, when his heart seemed so dark or had been witness to such dark things in his past. When they finally found the son, it became clear why his spiritual energy was so weak. The son had died long before she could get to him.[/BCOLOR]

[BCOLOR=transparent]She vowed to return the sword to one it called for. And she asked Kiza to help her. He said he would because he promised to help find the sword's owner to begin with. And that is how they came together.[/BCOLOR]

[BCOLOR=transparent]Theme Song:[/BCOLOR]

[BCOLOR=transparent]
[/BCOLOR]
 
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NAME: Ruiha of the Nanikeona
AGE: 21
APPEARANCE
While average in height in comparison to most girls her age, Ruiha is considered pretty tall for a female of the Nanikeona tribe, standing at a mere five foot, eight inches. What is more aligned to her relatives is her lean figure, detailed with muscle from a lifetime of living near the jungles of Balamestria and recent training in combat. She might have once been thought of as pretty, but the loss of her left eye and scarring to her face left by Rajaniv's venom marred her looks and the serpent like tattoos that cover her chin, throat, and left shoulder have deemed her unfit for marriage with her tribe as they symbolize her casting off her old life. Despite this, she still bears her old jewelry as mementos of her family and maintains her hair in the traditional braids, although she now prefers the more readily available Bathmeran clothing given to her by her cousins living in the republic.
RACE: Balamestri
NATION: Balamestria
FAMILIAR: Rajaniv the Nahuelaco
WEAPON
aN2Oyn.jpg
Based off an ancient weapon of the Anazari known as the macuahuitl, Kanadimagi is a vicious looking sword comprised of lacquered wood and fitted with jagged, teeth like immortalis. Designed to rip and tear, the macuahuitl was no doubt a gruesome tool of intimidation, yet eye-catching enough for Ruiha's brother, Maleko, to become enamored with it enough to replicate its design.

MAGICAL ABILITIES
  • Adrenaline Rush: Summoning a fraction of Rajaniv's physical attributes, Ruiha briefly enters a state compared to a much more powerful adrenaline rush with an emphasis on speed and agility.
  • Nahuelaco Fang: The teeth-like shards of the Kanadimagi blacken as venom seeps out. Once struck, the afflicted target gradually becomes slower and weaker as time goes on. Although non-fatal and can be cured with even the most basic antivenoms, it can be said this represents the Nahuelaco's cruelty in playing their prey.
PERSONALITY
As the second eldest of seven children with eighteen cousins living in one household, one wouldn't be wrong in noting that she acts and carries herself as an old sister to nearly everyone she meets, albeit, a bit reserved and quiet. Kind, gentle, and willing to help others to the point of doting, it is often a surprise to catch her rare occurrences of strictness. Ruiha was once one who enjoyed the simple life and weren't for her inquisitive nature, one might have accused her of having no ambition at all. Since the incident involving Maleko and Rajaniv, she has grown a bit more withdrawn, focusing on fulfilling her brother's dream and suppressing her familiar's dark nature. Unfortunately, due to her lack of combat experience, she must draw on Rajaniv's power more that she'd like in battle, influencing her as she fights with a cruel viciousness.
BACKSTORY
Near the southern coast of Balamestria, a small tribe known as the Nanikeona had managed to eke out an existence, from which Ruiha was born. Spending her days helping her mother, aunts, and sisters raise her other siblings and cousins, with the only excitement coming from the tales of hunting and exploration from the others and the occasional visits from relatives who had traveled abroad to the Bathmeran Republic. Although hers was a simple life compared to most, she was content with it. Her younger brother, Maleko, on the other hand, was not. Struck by wanderlust after a lifetime of hearing tales of Bathmeran and the lands beyond, he made up his mind to attend the Academia Crystalis, a dream that Ruiha encouraged him to follow.

One day, Maleko never returned from his exploration into the jungles, no doubt to further investigate the Anazari ruin that had been made accessible after the Crystal Wars. He had been there before, having previously discovered the designs for the macuahuitl sword, leading to the others to deem it safe enough for him to return to alone. While the hunters of the tribe gathered in preparations, Ruiha frantically entered the jungles in hopes of finding her brother safe. Unfortunately, she found his body before a heavily wounded creature that hissed and spat a venom at her face. Despite the pain across the left side of her face and the ruination of her eye, she persevered and prepared to deal the killing blow to the nahuelaco. The beast pleaded for his life, claiming that both he and her brother had been attacked by another creature and as a sign of innocence, offered to be bound to her. Knowing the nahuelaco was lying and that he had slain her beloved brother, Ruiha would have been in the right to kill him there, but she couldn't help but feel that she had also contributed to Maleki's death by encouraging him, leading him to make the fatal decision to come here. They would both bear the punishment of being bound together, she chose in the end. The others would arrive shortly after and Ruiha told them the lie that the nahuelaco told her and their agreement to be bound.

In the end, Ruiha chose to live out Maleko's dream in his stead, even if it meant ruining her once simple and content life. Taken in by her relatives in the Bathmeran Republic, she trained and studied in preparation and eventually succeeded with her application to the Academia Crystalis. Her first year was rough, having only a bare minimum when it came to training and was forced to rely on Rajaniv's power, alienating her even further from her peers. The following year brought with it progress and while she still remained distant from others, her old nature had begun showing once more to those few she had interacted with.

MISC POSSESSESIONS AND INFORMATION
  • Ruiha rarely summons Rajaniv, fearful of how their interactions would turn out. She instead relies on her own skill and, reluctantly, his power.
THEME


NAME: Rajaniv
ELEMENT: "Poison" (Darkness)

APPEARANCE
Reminiscent of a horned reptilian jaguar, its sleek body topped with a coat of orange and black spots with a pale underbelly, Rajaniv is a beast of the Balamestria jungles known as a nahuelaco. Already considered dangerous for their speed and agility on land and water, facing a nahuelaco is made all the most unfortunate as this species cam produce several kinds of venoms and toxins throughout their bodies.
PERSONALITY
Intelligent enough to rival a human, the nahuelaco are known to be arrogant, cruel, and sadistic, traits in which Rajaniv is no exception to. He revels in reducing a strong enemy into a whimpering mess or just tormenting an already weak prey, yet will quickly flee like a coward when it comes to those who he cannot deal with, directly or underhandedly.
ABILITIES
  • Camouflage: Rajaniv is capable of changing the color of his scales to blend in with his surroundings, even to point of appearing transparent in the water. While this ability does work while in motion, it is most effective when he is completely still.
  • Poisonous Nature: Rajaniv is able to produce several types of venoms and toxins from his body. His fangs and claws can produce a more potent version of the one Ruiha uses, his scales can secrete a toxic mucus that attacks the nervous system, and he can spit a weak acidic toxin that burns and corrodes.
THEME
 
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  • Bucket of Rainbows
Reactions: Sir Salty
[BCOLOR=transparent]Lokni di u Quetzalcoatl[/BCOLOR]

Lokni_zpslviwu0nl.jpg

[BCOLOR=transparent]Age: 24[/BCOLOR]

[BCOLOR=transparent]Appearance:[/BCOLOR]
[BCOLOR=transparent]There was a calmness in his presence and a stillness in his movements. As if he himself were a celestial being merely gracing this world. While some called it arrogance, others called it confidence. While some admired him, others stayed their distance knowing the individual who moved like storm clouds. Even his presence seemed to cause static with those around him. Standing at 5'7" and weighing 120 pounds with a leanly built frame. His eyes were a sharp golden amber, that glowed like lightning, often seen with a messenger bird. He had brunette hair cut short and a glimmering ring made out of a semi precious stone. Often choosing to wear a hooded cloak with what appears to be of a wolf's pelt, feathers from his bird hang from the hood, and a leather cloak attached to the fur covered hood. Wearing arm bracers, pants that were gathered at the shins under his fur lined boots to create a ballooning effect, and a decorative shirt tucked into the waistband of the pants, which is then covered by a sash of fur and decorated with feathers and a stone in the middle.[/BCOLOR]

[BCOLOR=transparent]Race: Balamestri[/BCOLOR]

[BCOLOR=transparent]Nation: Batherman[/BCOLOR]

[BCOLOR=transparent]Familiar:[/BCOLOR]
[BCOLOR=transparent]The Storm Serpent of his Family Crest - Ekaitz Sugea[/BCOLOR]

[BCOLOR=transparent]A child would look up to a sky turning gray, and their grandmother or grandfather would tell them, "it looks like the serpents are competing" as their fathers and mothers would have told them when they look to stormy skies.[/BCOLOR]

[BCOLOR=transparent]The Boy and his Egg[/BCOLOR]​

[BCOLOR=transparent]"Your father is never coming back," spat one of the kids. They were about fourteen at the time, all of them a child of earth or so their stories told them. In his home, in his village there were three families. Each had earned a name and a right to manage the community through a rite of passage. Except none of the families any more practiced these rites. Most of the men and women of their village went off to war, and so their fathers or their mothers could not lead them into the forest as their parents must have once done for them.[/BCOLOR]

[BCOLOR=transparent]The elders would say the jungle was too dangerous. The elders would claim that surely those who went into the forest now would be struck by misfortune and certain death. They said the forest was angry. They said the creatures there disturbed by the war and had a distrust for mortal kind. But the skies still turned gray, and serpents of the sky could still be seen in trailing clouds. So then it must mean they still exist.[/BCOLOR]

[BCOLOR=transparent]They were not extinct nor had they vanished. They still brought the storms and commanded the skies. Some of the men and woman of the war had already returned, though they were claimed to deserters. While there were surely across the land, unclaimed and unmarked bodies. The boys of his village certainly believed his father was among them. In earthen clay, returned to their Earth Mother. Just as they had been born.[/BCOLOR]

[BCOLOR=transparent]It wasn't a moment of anger. A moment of rage. It was a quick reaction. A look towards the heaven. A prayer to the Earthen Mother and he dashed into the jungle. As the boys laughter trailed, until they became distant echoes. Perhaps it was the pride in their race that drove him to prove the strength of his family name. They hadn't earned the title or the respect for nothing. He had heard the tales a hundred times from his grandmother. Who'd take out storybooks made from processed leather. She'd tell him of the three brothers who competed each for their father's chair.[/BCOLOR]

[BCOLOR=transparent]And how the Earthen Mother came to the Shaman's dreams. Telling them that neither successor would be successful of their father's chair. But neither of them failed either. That they succeeded in independence, and that the seat of power should be split among them. It was why you had the three families, the three families would managed the community.[/BCOLOR]

[BCOLOR=transparent]They were no law or government in the same way the more "cultured" lands were. They heard the community because they were still the community. And were expected to still live like they were part of the community. They were not hailed as king. Nor worshiped like them either. No that was for "civilized" cultures.[/BCOLOR]

[BCOLOR=transparent]The jungle did not scare him in the same way it scared others. Often it called to him. His grandmother said it was more than likely because the Earthen mother wanted him to take his grandfather's seat in the council. Since his father left, his grandfather had stepped up once again. But he was old, frail, and there were plenty of people who clambered at the chance the Quetzalcoatl family would perish. For a new family of power.[/BCOLOR]

[BCOLOR=transparent]While he did not know if his father would come back. While he did not know if his father was dead or alive or even at all coming back when the war ended. He felt determined to prove his family name and honor. To tame a storm serpent was said to be perilous. And many died trying to do so. Yet, he was determined to do so Omawnakw was still a fledgling, but she was grooming grown in feathers.[/BCOLOR]

[BCOLOR=transparent]"You'll help?" he asked her, "To find the Ekaitz Sugea?"[/BCOLOR]

[BCOLOR=transparent]She shook out her feathers and pushed out her breast. To him it looked like she was confident and trying to impress him. He simply smiled. She had fallen out of her nest a few years ago. Hurt and wounded, he nursed her back to health, but she adamant about staying with him. Though not a familiar, she made a great messenger bird and to be his pair of eyes in the distance. She expanded her wings out and began to soar among the trees.[/BCOLOR]

[BCOLOR=transparent]It was clear to him. The war had done damage to the forest. Fallen trees. Disturbed nest and beyond that disturbed beast. He could almost sense the weariness with his presence here. He spoke wordlessly that he meant no harm.[/BCOLOR]

[BCOLOR=transparent]Though he feared his presence was still a disturbance. He continued to walk, hoping for Omawnakw to lead him the way. The sky through the canopy beginning to turn gray, this area seemed to be known for a lot of storms. Said to be caused by the very serpent he sought after.[/BCOLOR]

[BCOLOR=transparent]They use to tell children the story of the serpents who competed with each other. In order to prove their strength and show mortal men their might. Those who dare try to tame them. Yet, all his life he was fascinated by the lighting in the sky. More so than many of the other kids.[/BCOLOR]

[BCOLOR=transparent]Probably because he was born with an ability that made him want to climb to the skies and claim the heavens with the serpents of their stories. When Omawnakw called out, he knew she had found something and he took no time in going over.[/BCOLOR]

[BCOLOR=transparent]It was a large nest, in a small cave. A nest with broken twigs, and scattered shells of eggs. The eggs were quite large, but beings lay in a mutated mess on the ground. This was why the forest cried today. This was why everyone was nervous and cautious of even his presence. Because of the disturbance with this nest.[/BCOLOR]

[BCOLOR=transparent]He cautiously walked further in, only seeing one egg left behind. Unharmed, an opaque color with blue lines that glowed. It was the size of a three month old puppy, the egg was huge. Yet, he knew what it was. Putting his hand on it. He came to tame a serpent, but couldn't simply let this stay here alone. He had to make up to it what had happened.[/BCOLOR]

[BCOLOR=transparent]"Don't worry, I will take care of you," he whispered.[/BCOLOR]

[BCOLOR=transparent]Magic Description: Arcane Combat[/BCOLOR]
[BCOLOR=transparent]Don't think of your everyday mage who stands around throwing spells your way. He's a physical fighter who knows how to fight through arcane martial combat. Think a bender from avatar, than your typical mage casting spells.Because you can cast on ability at a time, it does give him an advantage when not casting to also be martially trained. Also able to throw out his chain as well.[/BCOLOR]

Reference to Arcane Combat

Reference to His Movement with Chains

[BCOLOR=transparent]Weapon:[/BCOLOR]
[BCOLOR=transparent]Tximista Buztana "Lightning Tail"[/BCOLOR]

[BCOLOR=transparent]Maybe the design was inspired by Ostots tail or maybe he just called it that because all of his teachers think he's a little obsessed with lighting. The chain has been specifically built to act as a conduit chain for his lighting. Being able to wrap enemies in its 15ft length and channel his lightning current through it to BBQ anyone in its grasp. Though it doesn't have to be used for lightning in fact it's a perfectly good lashing weapon as well and he knows how to use it effectively dancing in the air, with light foot work, you never know if you'll get a lash from the chain or a bolt of lighting.[/BCOLOR]

[BCOLOR=transparent]
Lightning%20Tail_zpsacd1xo32.jpg
[/BCOLOR]
[BCOLOR=transparent]Magical Abilities:[/BCOLOR]
[BCOLOR=transparent]Current Channeling - His grandmother had always told him stories of those born with the storm serpent heart. Though more than a story and a myth, it was to label those with strong affinity with electric energy in their magic. He appears to be statically charged, which makes his "static" presence a metaphoric sense of the word and a literal sense of the word. He can channel a direct current of electricity through his fingertips or his chain as long as he is touching the current channel he wants to direct the lighting through. He is the lighting rod and the objects around him are his channels. Note; this is probably the reason why modern electric items don't like him much. He managed to destroy a toaster once with his touch alone. While not a passive ability he has to will the channel through his body and visualize the current, he does emit low levels of static. Thus those around him find a bang sticking up or get that "shock" when shaking his hand even when he's not willing a channel[/BCOLOR]

[BCOLOR=transparent]Thunder Strike - An extension of his channeling through his chain, he can crack the chain to make a crackling sound a lot like thunder. It is loud, the sound carrying on for miles and forceful. Creating an after shock that pushes enemies back a few feet from him. While also disorientating them in the process and leaving them deafened for a few seconds.[/BCOLOR]

[BCOLOR=transparent]Personality Strengths:[/BCOLOR]
[BCOLOR=transparent]Some would argue that there is no strength in Lokni's character, not that he lacks personal strength. It's simply he comes off an asshole. While not outright outspoken, he can give the impression of being so overtly self confident it comes off like arrogance. In retrospective the amount of fucks Lokni gives is zero, which comes off as a negative quality as well.[/BCOLOR]

[BCOLOR=transparent]But Lokni has something to give. It's his determination and dedication. He is committed to his oaths and never breaks a promise, he will keep to all of his promises as long as they can be performed. Lokni is a naturalist, he strives to keeping nature in order, and while it is easy to mistake him a tree hugging hippie. He's more than likely to teach those who disturbed nature a lesson. Headstrong, with a dominating presence, he's strict and stern.[/BCOLOR]

[BCOLOR=transparent]Willing to educate others though, and willing to help them train. He is a destructive force in combat, a tempest of lightning he is a whirlwind of energy. Though he is not without thought, he is tactical and him and Ostots work well together as a natural team. Ostots is an extension of his chain attacks, just as much as he is an extension of Ostots tail.[/BCOLOR]

[BCOLOR=transparent]He commands both beast and storms. A prince of beast some would say, he has the dignity of the wild, and the honor of a noble.[/BCOLOR]

[BCOLOR=transparent]Personality Flaws:[/BCOLOR]
[BCOLOR=transparent]Possibly all in the way Lokni composes himself. He comes off abrasive and not caring. He also comes off arrogant. Though none of it one hundred percent true. Merely Lokni's own assuredness in himself, makes him unapproachable. It all comes in the way Lokni communicates himself, which he doesn't do very well, choosing simple phrases and simple word choices that make him come off like his intent is that he is better than you.[/BCOLOR]

[BCOLOR=transparent]While not temperamental or known to have a temper, Lokni has a habit of reacting before thinking. Though he is often quick to correct himself afterward if he feels his reaction was not called for. Lokni has a habit of jumping to the solution instead of talking to the individuals involved. He often chooses the most extreme and overblown reactions before resuming his usual calm demeanor after he has had time to settle down.[/BCOLOR]

[BCOLOR=transparent]He often put his beast in high regard over people, though he's still learning to accept people better in his life, and will often lash out at others who do something he disapproves to the beast that accompany him. He has a habit of forcing others to prove themselves to him as well, and will not give them respect or his trust until they do. Often his expectations of people are a lot higher than what they can actually achieve.[/BCOLOR]

[BCOLOR=transparent]He sometimes forgets the limitations of those around him. And often his own intellectualism, as he comes off as a bookworm nature lover, makes him disconnected from those around him. Lacking the communication, and empathy to extend to others. Though it should be noted that he's gotten better since his first year at the academy till now. He's still learning in this department and despite all of his flaws, there's a chance he isn't so stuck in his way.[/BCOLOR]

[BCOLOR=transparent]History:[/BCOLOR]
[BCOLOR=transparent]The Storm's Serpent's Heart[/BCOLOR]​

[BCOLOR=transparent]To his clan being born on a stormy October night, was a sign from the heavens. While not all families worshiped the storms and praised the storm serpents, his family saw it as a blessing that he was born on the day the sky clashed with lighting and the sound of thunder. His grandmother would say things like, "he was born to lead" and "the Earth Maiden has spoken he is a blessed child". Except that it probably didn't feel like a blessing when his father left for war when he was three. He barely had time to form a relationship, but was thusly trained, cared for by his grandmother, his grandfather, his mother, and the extended family which was the community.[/BCOLOR]

[BCOLOR=transparent]He was taught many skills in the clan, as others were taught. No one, not even a leader was suppose to be higher than the people. He learned to weave baskets, sew clothes together, gather food, learned how to survive off the land, and how to hunt. Though hunting was only permitted with the supervision of an adult.[/BCOLOR]

[BCOLOR=transparent]The elders suspicious and fearful the forest grew angier and angier with all the war and disturbance to their forest. While he lived in a small village, that was an insignificant position to the war, the outside areas of his inner home were greatly disturbed and disrupted by the fighting. And he was generally meant with jealousy because even the Shamans spoke of his destiny being the highest honest the Earth Mother could grant you.[/BCOLOR]

[BCOLOR=transparent]His grandfather always saying something like, "They are afraid because they know you hold a special power. You must cherish the special power, but decide what you want to do with it"[/BCOLOR]

[BCOLOR=transparent]It wasn't like it was unheard of, people in their clan being born with magic. But those who were, had left for the war, and the few born with magic were often hailed as seeing to bring great good into the clan. What probably wasn't great good to the clan, was the few deserters who came back from the war early. Or the fact that many years passed and none heard word from Kasakir, his father in that time.[/BCOLOR]

[BCOLOR=transparent]Kasakir was to take his grandfather's position when the war was over, to lead the community. And instead he had disappear from war, and had made no contact. A deserter and someone who abandoned his duties.[/BCOLOR]

[BCOLOR=transparent]Which allowed secrets and conspirators to plan to take the seat from the Quetzacoatl family. In turn this reflect on the children's relationship with Lokni. Mocking him and shunning him further from their games. His grandmother always encouraging him and his mother always telling him "some day soon they will see what makes you special. You just have to find the right actions to prove it to them"[/BCOLOR]

[BCOLOR=transparent]And action he did take. When he was fourteen he sought out for the storm serpent of his family crest. To prove he was worth the praise of the Shamans, leaders, and his family. But to show the kids of his village that he was meant for something far greater. Some said he was too young, The Serpent Ritual had only been performed by those sixteen and up. But he was determined to do so.[/BCOLOR]

[BCOLOR=transparent]What he brought back was a blessing to many. An egg. While one could prove themselves by taming a juvenile serpent, to them he was blessed by the Earthen Maiden to raise one from the egg. Its when the kids in his village started to take him seriously. But it changed his relationship with the adults who once treated him like a special child, now treated him like an adult.[/BCOLOR]

[BCOLOR=transparent]Responsibility and duty now thrown onto him. Expected to raise the egg and take his grandfather's seat upon him passing any time soon. Though the kids also treated him with more respect. Trying to aid him in raising and hatching Ostots egg. It was said by his grandmother's account, he did not leave the egg alone for a second. Sleep with it. Singing to it. Speaking with it. And one night it hatched in his bed with him. Cooing softly to him that it had emerged.[/BCOLOR]

[BCOLOR=transparent]From the two were inseparable. They seemed to harmonize and click. Ostots was eager to learn. And this was a test on Lokni's leadership.[/BCOLOR]

[BCOLOR=transparent]It was when he was eighteen his grandfather told him that he would be ready very soon to take the seat and succeed his father, and him. That he was proud of who Lokni had become. And it was nineteen when his father contacted him through a letter to meet him at a hotel in Alexia.[/BCOLOR]

[BCOLOR=transparent]His grandfather told him he was still in good health and that the boy should travel to see if this was in fact his father or a trap of the enemy. A test to prove himself. That is where he met his half sister. And sent his messenger bird off to contact his grandfather of his father's proposal to the both of them. His grandfather encouraged him to stay and take the proposition. That the seat would be waiting for him and that he was proud he had sent the message contacting him of the news.[/BCOLOR]

[BCOLOR=transparent]These events lead him where he is today.[/BCOLOR]

[BCOLOR=transparent]Misc:[/BCOLOR]

[BCOLOR=transparent]While Lokni comes off as some jaded cold hearted asshole, it should be noted he has nursed several animals back to health. And is concerned in the health of beast, and even familiars. And in some ways this is maybe how Lokni connects to people, and why some people have come to accept him. Because he will often come to check up on people's pets or familiars. Not that he in knows anything about familiar health besides Ostots. But he makes sure they look healthy.[/BCOLOR]

[BCOLOR=transparent]He will often also set up playdates for creature familiars to play with each other. It's a club he demanded the teachers allow him to make.[/BCOLOR]

[BCOLOR=transparent]Can be seen picking up and collecting smooth unique stones when he finds them[/BCOLOR]

[BCOLOR=transparent]While his ring is nowhere near as special as some speculate. In the dark the ring lights up the area surrounding him. A gift from his mother, whom he holds in high regards as well as the ring.[/BCOLOR]

[BCOLOR=transparent]Omawnakw is his messenger bird and he's never seen departed from her[/BCOLOR]

[BCOLOR=transparent]Callida is his half sister, they share the same father as mentioned in the history[/BCOLOR]

[BCOLOR=transparent]Last, but not least he's a horrible cook who has a habit of burning things. But that may be due to his reaction with electronic appliances. Some kids rumor they see Lokni setting bonfires on school grounds to cook meals. That or he goes hungry till someone feeds him.[/BCOLOR]

[BCOLOR=transparent]Theme Song-[/BCOLOR]

[BCOLOR=transparent]
[/BCOLOR]​

[BCOLOR=transparent]Familiar[/BCOLOR]​

[BCOLOR=transparent]Name: Ostots[/BCOLOR]

[BCOLOR=transparent]Element: Lightning[/BCOLOR]

[BCOLOR=transparent]Appearance:[/BCOLOR]
[BCOLOR=transparent]A four legged serpent about the size of a horse, it has white scales, odd looking antlers, and toughs of fur on its ankles, and at the end of its tail. With sharp looking teeth. Its goatee has not fully grown in yet, and appears to be a juvenile despite what the picture tells.[/BCOLOR]

[BCOLOR=transparent]
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[/BCOLOR]

[BCOLOR=transparent]Personality:[/BCOLOR]
[BCOLOR=transparent]Truth be told Lokni a very good trainer, for now Ostots seems obedient and is willing to please. Food and play motivated Ostots is like a little puppy, but a puppy that could destructively tear down a few buildings in the process of playing. Ostots has a great deal of play and love for Lokni, as Lokni has a great deal of love for Ostots.[/BCOLOR]

[BCOLOR=transparent]Note; though it should be noted the true trial is when Ostots begins to grow up from a juvenile into its teen years.[/BCOLOR]

[BCOLOR=transparent]Abilities:[/BCOLOR]

[BCOLOR=transparent]Lightning Breath - Ostots and Lokni are well connected, fighting by each other's side rather than opting to fuse. Ostots the Storm Serpent can unleash a breath of lighting from its mouth, that stretches 30 ft in reach, and hails from its mouth.[/BCOLOR]

[BCOLOR=transparent]Thunder Fangs - At the same time Ostots teeth can be electrically charge and he can crunch down on enemies, or shields, with a toothy maw of lighting tusk.[/BCOLOR]

[BCOLOR=transparent]Misc:[/BCOLOR]

[BCOLOR=transparent]The way Lokni and Ostots fight together is to provide each other's flanks. While Ostots may use its thick skin and hide to wrap around Lokni to defend him from an attack. Lokni uses Ostots lengthy body to gain the upperhand or as a current pathway to get where he wants. Opting to run on the creature's backside and leap off. Or leap off its head.[/BCOLOR]

[BCOLOR=transparent]And while Ostots distracts an enemy with a rearing of its head to cast lighting itself, Lokni may use that as an opportunity to attack the enemy if Ostots misses. Or Ostots will swipe it's tail to repel enemies away from Lokni.[/BCOLOR]

[BCOLOR=transparent]The two them seeming to be an extension of each other. Ostots would mourn if Lokni was hurt and Lokni would mourn if Ostots was hurt.[/BCOLOR]

[BCOLOR=transparent]Meanwhile, outside of combat. Ostots has been trained a bit like a puppy with a long tail and scales. He can sit before his meal and listens to Lokni's commands.[/BCOLOR]

[BCOLOR=transparent]He likes to roughhouse, and play wrestles. But is starting to get too big for Lokni to wrestle with. Lokni will bathe him and even brush his teeth too.[/BCOLOR]

[BCOLOR=transparent]Theme Song:[/BCOLOR]

[BCOLOR=transparent]
[/BCOLOR]​
 
Crystal Wielder Sheet__________________________
Name: Xin Aristotle [pronounced Sin]
Age: 21
Appearance: A collected demeanor radiates from her small, yet strong frame. Xin stands steady, never slouching, but prowls when she walks. Her dark hair crowns her sharp green eyes, often braided and held together by a gold cuff. Freckles dust her dainty nose and soft cheeks. Her neutral expression is intense and irritable; however her youth beams through her shy and gentle smiles. She adorns herself in precious metals and gems, and fashions herself in Southern desert attire that compliment her sun basked complexion. Even whilst combat, Xin avoids heavy armor as it limits her movements. Although her origins are Ethian, she does not possess feline features due to her mixed blood of Alari.
Race: Ethian/Alari
Nation: Helia
Weapon: Tashmere - A set of claws crafted after Cruxis, a claw crossed gauntlet used in her former years. Finding the gauntlet breed too heavy for her preference, Tashmere was the finalization of many trials and tribulations. Delicate by appearance, these claws can endure harsh conditions without a scratch to its surface, or strain to its user. It's simple design offers a daunting elegance. The set comes in four pieces, all forged with immortalis etched into the metal. The footwear for Tashmere helps plant her feet, and increases Xin's dexterity by balancing inertia when shifting direction.
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Magical Abilities: Light (Speed Assassin)

  • Light Cloak: Xin wraps herself in a light that can be bent to conceal herself. She is also able to bend the light of her image to appear a fraction of a moment faster or slower to the eye.
  • Flashbang: Collection of light condenses into a silent detonation. Does minimal damage, but disorientates, momentarily subduing or altering the interaction of light from the eyes. Depending on range of impact, can leave a ringing in the ears.
Personality: Having spent her early years solely relying on herself, Xin comes off as aloof and indifferent. With the bold look in her eyes striking intimidation, she exhibits a distant guard that makes her appear to be untouchable. However her initial impression is as far as her detachment goes. She is loyal to a fault, and despite her adamant will, she becomes deeply crushed by the rejection of those dear to her. Her fear of disapproval stems from her early discrimination, and to compensate, she feels the need to overachieve. Xin is a perfectionist, and constantly pushes herself past her limit- even if it breaks her. Her drive is fixed with her morality; however she can be too willing for the sake of others. Yet her kindness is reserved to those who she deems worthy of receiving. She becomes unexpectedly bashful with praise, and soft towards kindness and affection. On the other hand, her temperance is that of a predator, and will strike when provoked. Xin values agility, and has a high speed combative style. Having lived in comfortable luxury, she enjoys the finer things, but has no need for abundance. She does have the faulty habit of testing her luck, and often gambles the small things.

Backstory: Tribe Enyu of Ethia, a proud lineage of Ethians once vast and powerful- now dwindling in its numbers and declining in strength. To revive their fortune, a bargain was made. It was a shame for the Ethian tribe, as it was a disgrace to mix their true blooded heritage. However, as the tribe leaders concluded, a deal had to be made for the sake of the tribe's limited resources. Thus, Xin Aristotle was born of a decision to potentially restrengthen the tribes standing. Tribe Enyu consisted of three leaders, the third as Xin's mother, Yan Airya. She was recognized as the selfless mind and voice, the one that had taken the responsibility upon her shoulders. Despite the pitying voices, she was unaffected. Her act was for the sake of the tribe, which itself brought dignity. Tribe Enyu had always basked in the comfort of fortune and wealth, Yan Airya was unwilling to see that slip. Although Xin admired her mother's callous, she realized her indifference stretched to her child as well. On the other hand, Xin had never met her father in her early life. Rhys Aristotle lived in another continent as a noble man, one with vast riches. The Enyu people had often called him a savior; however with voices laced with concealed hostility. Not only in their voices, it was traced in their eyes. When they saw that the child had no feline ears, or characteristics found in a pure Ethian; it didn't matter how close they were- they would look at her from a distance. Thus, the young Xin yearned for acceptance. She fashioned herself into what the best Ethian would be- a warrior.
Come the time Xin was to leave Ethia to live with her father, she was recognized for her warrior prowess. Relief flooded the tribe as she left the continent. Regardless of the fact that she was an illegible tribe leader, it was a disgrace for a mixed blood to stand above other pure bloods. She was sixteen when she arrived in Helia to her father, and was immediately basked in praise and affection. Xin was put on a pedestal, and it didn't take long for her to realize her worth. In Helia, she was a wealthy noble's daughter with proud Ethian blood. However that was all there was to her name- it was belittling. Rhys Aristotle was an intelligent man, hard boiled yet kind and caring to his sole child. Although his intentions with the Enyu were pure political tactic, he was affectionate to Xin in his own way. This meant guarding and adorning her, like an expensive doll behind a screen glass to be admired. Although recognizing her father's efforts, she could no longer see her worth dwindle to a state of feebleness. Her yearning to be recognized had to be rooted and proven within her. Thus, Xin spent the next two years honing herself to pass the entrance of the renown Academia. Presently in her third year, she continues to strive, fall and grow.


Misc Information and Possession:
  • Her father's wealth comes from the possession of many rich lands and mines in Helia
  • Chose her combat style of faux claws to follow the traditional Ethian way of fighting
  • Skilled in archery and wielding pole arms
  • Incorporates her skills of dancing into her combative movements
  • Wire: Thin razor sharp wires that immobilizes and cuts, visible with the gleam of light.
  • Glass Lamp: A small glass lamp containing pyrobutterflies of the South. Makes Xin feel at home.
  • Lucky Clutch: A small and weightless clutch hidden on her. Contains an assortment of jewels for emergencies and so that foreign currency wouldn't be a problem. Xin also just likes to look at shiny pretty things from time to time.
  • Valkie Cloth: A sheer cloth with rich embroidery of jewels and metals. It's purpose lies beyond fashion, as it filters the air and blocks natural harmful exposures. Comes in a variety of colours.
  • Southern Bow: Made from the dark wood of Ethia, Xin utilizes a large recurved bow for long range attacks.
  • Southern Attire: Consists of her common garments, and attachments to adorn them. The butterfly shawl is enhanced to emit light with transferred magic. Mimics the pyro-butterflies of the South.
    5ss_by_wlop-daoc8al.jpg

Familiar Sheet____________________________________________

Name: Pyrrah
Element: Light
Appearance: A pale and fluorescent spirit, possessing the figure and grace of a woman. Pyrrah reflects elegance, emitting a glow that dims and brightens according to her mood and will. Tracing a wispy dress of shadows, she floats and disappears like a flickering or blurring light. Wickedly, shes daunting.
Personality: Possessive and jealous- these traits kept under her soft glow and delicate movements. Her motive to protect is driven by the notion of guarding what is hers. Pyrrah's appeal lies in her gentle touch and motherly reassurance. However when her patience expires- shes dreadful.
Abilities:

  • Illusive: Pyrrah emits a dazzling light that blinds and disorientates visual reality. With this ability, she is able to influence visions and illusions, such as multiple apparitions and reflections.
  • Wave Emission: Releases a pulse of light waves that repels or nullifies the incoming impact of attacks and abilities. Has knock back properties.
 

NAME: Alexandria Chevalier
AGE: 26
APPEARANCE
Usually garbed in the elegant dress befitting nobility, their vivid colors complimenting her pale blonde hair, golden brown eyes, and lightly toned skin, Alexandria appears to fit the mold of an aristocrat nicely. Hidden beneath the perfumed grace and pomp placed upon her by the desperation of fading influence and power lies the lean physique of a duelist and the heavily callused hands of one who has practiced with a sword for nearly twenty years with a fanatical zeal.
RACE: Alari
NATION: Alexia
FAMILIAR: Anicetus Anastasius Mache
WEAPON
Her weapon and familiar the one and same, that of an ancient immortalis sword. Translucent in clarity, the immortalis blade has the appearance of frosted glass when dormant, but glows bright blue when wielded in battle and shines a brilliant gold when channeling the divine power of light. In theory, the channeling of this power changes the eye color of the wielder in correspondence, but there appears to be an issue between caster and familiar, resulting in only her right eye being affected and the imperfect results of Alexandria's spells.
MAGICAL ABILITIES

  • Defaeco Immunda (Imperfectus): By focusing the divine power into the blade, the wielder unleashes a grand stream of light with a swing of the sword. While most unfortunate in the path of the blast are struck by the destructive force of energy, those of a dark alignment receive additional damage as their very nature is assaulted by the purifying light. Because of her imperfection, Alexandria's version vents some of the energy behind her in recoil, making her attack weaker than it should be and possesses the potential to harm any who might be near her.
  • Summu Bonum (Imperfectus): Seeking to aid others in need, the caster raises their sword and points it to the heavens, creating a pillar of light that heals injuries, negates the weakening effects of magic and poison, and to briefly raise the resistance and durability to those without ailments. This pillar is supposed to aid only those the caster deems friendly, but Alexandria's imperfect variant lacks such concepts and attends to all within its radius, friendly or hostile.

PERSONALITY
Despite the Chevalier family having been on the decline after the Crystal Wars, Alexandria still possesses the regal, dignified bearing one would associate an active member of nobility to have. She greets everyone equally with respect and grace, regardless of if they were friend or enemy, and practices the values of noblesse oblige, no matter the situation. These values were not imparted to her by her family, but rather her familiar, who she views with an unhealthy zealous admiration and enamoredness. She has yet to verbally address this behavior, nor take steps in correcting them, resulting in her imperfections when it comes to using her magical abilities. In combat, Alexandria prefers to take to the front lines with her familiar fully summoned, putting herself between those under her protection and those who would do them harm and seeking to best them with her skills, iron will, and courage.
BACKSTORY
Named after the Immortal Queen herself, as was the trend for those within the Alexian Empire, Alexandria was born to the Chevalier family, a minor house of nobility residing in the Spire City of Melanor. As far from conflict consuming the world as their influence could afford, her life began as one of luxury and possession of little trouble. Things would change the day of the final battle. It was on that day that she was traveling with her parents and the company of one of her father's associates when the magical backlash tore across the land, splitting the earth beneath their carriage and entrapping the rear wheels. While her father and mother had enough time to escape the vehicle, another tremor parted the grounds further, swallowing the carriage and those within into the maw of the earth. She awoke in a dark abyss, lit only by the faint light of the world above. Left unscathed save for scratches and bruises, she would find her father's associate pinned down by the ruined carriage and attempted to help him out until it became aware that they were not alone. Featureless creatures of shadows fell upon the carriage, swarming and devouring the poor man trapped beneath, sending Alexandria into a frightened flight further into the surrounding caverns with the sounds of tearing flesh and fading screams echoing behind her. Unable to see in the pitch dark with blood-thirsty fiends quickly catching up to her, the little girl should have perished that day. Instead, however, she noticed a faint blue glow and quickly headed towards it, desperately in hope that it was a way out, only to find that it led to a dead end where the skeletal remains rested in a suit of armor near a glowing sword.


"Cruel destiny has led but a small child to the same fate as thy former master!"

It was a distraught declaration by the sword, who had witnessed the death of his beloved master by the actions of similar creatures so many centuries ago. Unable to let history repeat itself, it offered a pact to Alexandria: it needed a guiding hand to deliver judgment and she needed the strength to overcome her tragic fate. Desperate to live, she accepted the offer without a doubt, binding the two together. Animating the armor of its former master, the sword's holy power filled the caverns with light, driving the creatures further into the caverns to escape it. With Alexandria and the remains of his master in tow, they made their way to the surface, much to the astonishment of those above. Ever since that day six-year-old Alexandria met Mache, the girl changed. Amidst the decline of her family's power brought by the war, she did not cling to the comforts their influence still possessed like the others, but rather chose to take up the sword, following the example of her familiar. She now referred to him before answering to anyone else, even her own parents, leading to compromises between them and the sword having to be made in order to satisfy her desires while upholding her lineage. When the time came to apply, Alexandria couldn't have gotten to the Academia Crystalis fast enough. It was there that she excelled, seemingly the model student, save for certain rumors that she held a disturbing bias toward her familiar.

MISC POSSESSESIONS AND INFORMATION

  • Chevalier Knightly Sword: One of the various swords held in her family's possession throughout the years, serving as her sword in combat when Mache is fully summoned. Mundane in nature, it is up to the skills of the wielder to shine in combat.
  • Dawn's First Light: A magitek shield designed for portability, expanding outwards in four directions to roughly the size comparable to traditional heater shields.
THEME


NAME: Anicetus Anastasius Mache
ELEMENT: Light
APPEARANCE
As a sword that gained sentience after centuries of neglect following the death of his former master, Mache possesses no true body other than its sword form; however, due to the potent magic residing within the sword spirit, it has chosen to bind itself to and animate the empty armor of the fallen warrior.
PERSONALITY
Due to its nature, it first lacked any form of personality despite its intelligence. It was through reminiscing over the past that it began to mimic its fallen master. After so long, such behaviors, mannerisms, and even the speech of the dead man became its own, along with the desire to help those in need. Unfortunate, due to the nature of how the very young Alexandria came across him, Mache is very well aware of how her once innocent admirable toward him has grown into some something closer to mania. Keeping this knowledge to himself, he has instead chosen to try his best to steer her back down the right path.
ABILITIES

  • Manui Dat Cognitio Vires: The man who was once Mache's master, although lacking the severity to not give such a pompous name to his sword, was an ancient warrior king whose skill had no equal for most of his life. Skilled with a variety of weapons, it could be said that the warrior's spirit left an impression on his weapons as Mache himself possesses similar knowledge and skill as a weapon master.
  • Perfer Obdura: Creating a burst of divine light, Mache illuminates the surrounding area with a golden light, healing the ailments of comrades while burning the wicked with holy energy.
THEME
 
[BCOLOR=transparent]Name: Wulon Wei[/BCOLOR]
[BCOLOR=transparent]Age: 24[/BCOLOR]



Appearance:
[BCOLOR=transparent]Slender but built, Wulon Wei likes to dress smart. He has tailorfit clothes that are perfectly fitted after his body. Everything he wears is custom made just for him and made out of finest materials. His most common look is dark grey dress shirt and pants, with a darker coat ontop. Said coat is generally left hanging off his body with only the top button fixed together.[/BCOLOR]

[BCOLOR=transparent]His complexion is pale and his eyes area vibrant red, his hair raven black. He doesn't look sickly, but he doesn't exactly look like a happy and healthy guy either.[/BCOLOR]

[BCOLOR=transparent]Race: Varsi[/BCOLOR]
[BCOLOR=transparent]Nation: Ispea[/BCOLOR]

[BCOLOR=transparent]Familiar: Shadras (Death Spectre)[/BCOLOR]

[BCOLOR=transparent]Death Spectres are essentially a curse that has taken sentience and form. Death Spectres aren't exactly rare, but very few decide to bind to them. This is for two very good reasons. One is that they aren't very nice creatures at the best of days. And their inevitable influence on thier wielder might just turn you into a serial killer. The second reason is that Death Spectres, purely pragmaticly speaking, suck. Most Death Spectres are very weak, hardly being able to maintain their own presence. Shadra is fairly unusual in that he maintains a stable grip on his own existence and posses more power then the average Death Spectre.[/BCOLOR]




[BCOLOR=transparent]Weapon: Wulon wields a swordcane, as if to further compact the image of a privilage youth with all the money and class complex in the world. The blade is made out of Immortalis from tang to tip of the blade. The handle, like the cain he hides the blade in, is in black lacquered wood with small details of silver.[/BCOLOR]



[BCOLOR=transparent]Magical Abilties:[/BCOLOR]
[BCOLOR=transparent]Parasite Orb:[/BCOLOR]
[BCOLOR=transparent]Wulons strength lies in wielding his spirits dark powers as his own. Parasite Orb draws upon Shadras spirit within him as he curses the enemy with dark energies. These appear as black orbs that float around about his person. These explode into clouds of black mist upon impact. Being tagged by one slowly drain you of your vitality while empowering Wulon. While a single hit is easy to shrug off and overcome. they accumulate and sustain for each hit you take.[/BCOLOR]

[BCOLOR=transparent]Shroud of Death: Wraps wulon in a shroud of dark energies. Touching it immediately hurts and zaps you of a little strength. He cannot maintain it for to long unless it is sapping someone elses power. Upon activating Shroud of Death, shadras is pulled into Wulon and the shroud briefly expand outwards to try and snag unsuspecting targets.[/BCOLOR]

[BCOLOR=transparent]Personality:[/BCOLOR]
[BCOLOR=transparent]Born from Wealth, he is a bit of a brat. He knows he has power and money at disposal, and will not shy away from using that fact to get hi way. While positively sadistic and spoiled beyond belief, he isn't rotten to the core. He doesn't pick on the poor or laugh at the less fortunate. He appreciate those that work hard and those with strong sense of ethics and morals. He believes that the world runs on the backs of the strong and righteous, there just needs to be people like him in the shadows, making sure nobody takes their knees out. This was the reason his father gave him for honoring their Great King as Low Kings. In a fight, his sadism creeps out as he likes to take his time fighting. A little cut here, a little cut there. He wears you down trough tactical and conserved movements in tandem with Shadram or by keeping his distance and leeching your vitality out of you orb by orb.[/BCOLOR]

[BCOLOR=transparent]Backstory[/BCOLOR]

[BCOLOR=transparent]Born to royalty, raised for greatness, sabotaged by his own petty, brattish nature. Wulon Wei is one of the lowkings youngest sons. Out of seven children, he is the fifth. Out of five brothers he is the fourth. He is the middle child, often spoiled, often left to his own devices. The Low Kings ruled smaller kingdoms but swore fealty to the Great King of ispea once the union was underway. In turn, their titles remained as proven Royalty and their status was never devalued. Instead it elevated that of the Great King. The Wulon hold the coastal region of Aulan, fertile lands with plenty of fishing villages. Providing Ispea with a quarter of its yearly consumption of food, the Wulons are incredibly influencial and downright, obscenely rich.[/BCOLOR]

[BCOLOR=transparent]Enter Wei.[/BCOLOR]

[BCOLOR=transparent]Wei was born to wealth and influence, if not affection. He was a bright kid but a relatively frail one at early age. He didn't have his older brothers natural athleticism and his skin was several times more pale. This led to many a rumor that he was in fact a bastard. But if he wasn't the lowkings son, the king admitted to nothing. Wei was raised, like most of the younger children, mostly by the maids and nannys. His father was busy with the diplomacy and disputes of all highborn.[/BCOLOR]

[BCOLOR=transparent]So it was that Wei grew up, fighting for attention with 7 other siblings. He was never one to want for wealth or privilege as even as the fifth child of a big family, he got everything he wanted. As he grew, he became a menace. The boy was sharp, very sharp. He grew less frail, never quite his brothers equal he was none the less growing stronger due to regular training and good food. The boy had a mean streak a mile long and he grew more and more unruly. At the the age of 13 he seriously hurt one of his trainer when he had gone easy on the boy. After that he grew increasingly more violent and cold. Ironicly, this is what ultimately drew his father attention. Wulong Fãng was not a cruel man, but he was person who cherished and nurtured his sons ruthless tendencies. He saw it as a undeniable strength. So was it that he took a more direct role in raising Wei along his two oldest sons who he trained personally.[/BCOLOR]

[BCOLOR=transparent]When his oldest brother entered the Academy, Wei had known that the look in his father's eyes was what he wanted as well. He wanted to to become something other the pale brat that spent his fathers money. When his father set to train him personally that goal was closer then ever. His father was as ruthless as he was, putting Wei and Lee, the second oldest brother through hell as part of their training. But the always prideful Lee and the determined Wei persevered. Lee got into the academy when wei was 15. By now, his own magic had started to appear. Dark sparks around his Immortalis sword indicated a dark disposition. Now the sole focus for his fathers attentions, he found himself sitting in on meetings and travelling alongside his father. HIs siblings were more popular, more athletic, more handsome then him. But he was sharper, much more willing to get his hands dirty.[/BCOLOR]
[BCOLOR=transparent]At the age of 18 came the opportunity to apply for the Academy. But having enough money to live a long happy life, he was in no hurry to brave the trials. For one, he hadn't found a spirit worth binding yet. He needed something that truly fit him. He knew just were to look. With his father blessing he travelled by airship to a small set of islands outside of Obelixa. Here he sought out the small but incredibly deep ravine known as Deaths Cradle. Known for overflowing with the vilest, darkest beings man ever dared to document, he stepped down in the shadows. The expedition met with attack after attack and by the end there was only Wei and one of his Bodyguards left. Said bodyguard decided it was time to leave, and that the kid was insane to try and go further. When Wei forbid him to leave, the bodyguard drew his blade, ready to kill Wei should he try to stop him.[/BCOLOR]

[BCOLOR=transparent]This is when he met Shadras, a Death Spectre of considerable more power then its peers. It was drawn to the impending death of Wei who was mustering his feeble natural magic to curse the man with his dying breath if need be. Shadras gave the young magician an option invoke his curse and Shadras would fulfil it. Without hesitating, Wei sacrificed everything by unleashing the curse and in so doing empowered the bond between the two. Shadras drew power and substance from Weis malice and accepted the binding gladly.[/BCOLOR]

[BCOLOR=transparent]When he arrived back home, his father first scolded him for losing so many valuable men, then nearly recoiled at the sight of Shadras. Once he realized what his son had managed to do, he was both proud and worried. It was decided Wei needed to take the exam as soon as possible.[/BCOLOR]

[BCOLOR=transparent]Wei passed it easily enough, the combat challenge proving the most difficult bit. But it was a small matter of someone so driven and privileged enough to receive daily training by multiple trainers and instructors.[/BCOLOR]

[BCOLOR=transparent]His time at the academy turned out to be frustrating. Not only were there people who could match him in wits and power. But here his privilege and upbringing would afford him much less then he was used to. Being rich, he did however end up in more exclusive company. His first year had him spending a lot of time testing the limits of his and Shadras power. Sparring anyone willing and often coming away the victor. IT also allowed the duo to let some of their sadism out, giving him quite the nasty reputation before long.[/BCOLOR]

[BCOLOR=transparent]His second year he became more social, qiuetly gathering allies and making connections with other potent wielders. He knew from his fathers dealings that you needed people to rely on, regardless of how powerful you yourself were.[/BCOLOR]

[BCOLOR=transparent]His third year at the academy have been that of quietly gathering information and amassing power. Always plotting, always thinking ahead. He has also grown more extroverted, now walking through the halls with a swagger.[/BCOLOR]



[BCOLOR=transparent]Misc Possession and Information[/BCOLOR]
[BCOLOR=transparent]- Owns a extensive collection of Crystal War novellas.[/BCOLOR]
[BCOLOR=transparent]- Avid player of strategic boardgames such as Chess and Go.[/BCOLOR]
- Does, in fact, not own a single piece of clothing that isn't white or black.
- Wear a small timepiece given to him by his father.

[BCOLOR=transparent]Familiar char sheet. _______________________________________[/BCOLOR]

[BCOLOR=transparent]Name: Shadras[/BCOLOR]

[BCOLOR=transparent]Element[/b ] Darkness[/BCOLOR]

Appearance
Shadras is dreadful sight, floating suspended midair with smoke pouring out where his legs should start, he stares at you with hollow eyes. Shadras look pretty much like ghastly skeletal warrior, complete with rusting armor pieces anda broken, ominously black blade..



[BCOLOR=transparent]Personality: A spectre of death, Shadras rarely speaks. If he does, its in a strange and echoing voice and often about doom and death. It always hangs over the right shoulder of Wei wherever he goes unless it's inside his weapon.[/BCOLOR]

[BCOLOR=transparent]Abililities:[/BCOLOR]

[BCOLOR=transparent]Dreadful Presence:[/BCOLOR]
[BCOLOR=transparent]Shadras amplifies his natural darkness into a dark radiance that weaken all non-dark creatures around him. It [/BCOLOR][BCOLOR=transparent]is gradual and more meant to wear out their opponent over time.[/BCOLOR]

[BCOLOR=transparent]Cursed sword:[/BCOLOR]
[BCOLOR=transparent]Any damage taken by Shadras blade curses the defender, slowly draining them of their essence. While more limited in range then Parasitic Orbs, each cut does a lot more damage. Unlike Parasitic Orb, it does not drain it into Shadras and Wei.[/BCOLOR]
 
[BCOLOR=transparent]I made two characters, and I am likely gonna allow two characters for you players later on after I see how well we all work in terms of post reliability and frequency.[/BCOLOR]

[BCOLOR=transparent]Crystal Wielder Sheet_______________________________________[/BCOLOR]

[BCOLOR=transparent]Name: Yaibo Ren[/BCOLOR]
[BCOLOR=transparent]Age: 22[/BCOLOR]
[BCOLOR=transparent]Appearence:[/BCOLOR]

[BCOLOR=transparent]Standing at 5'8, he is far from the most imposing figure, his hunch makes him seem shorter still. He is however, a healthy young man, with a healthy tan and a grin on his lips. His hair is shock white, a sign of his heriatage as "stormer". He wears the traditional armor and cloth of his people at all times, and lugs his massive sword over his shoulders at almost all times.[/BCOLOR]


[BCOLOR=transparent]Race: Alari[/BCOLOR]
[BCOLOR=transparent]Nation: Bathmeran Republic[/BCOLOR]

[BCOLOR=transparent]Familiar: Yoji (Storm Wolf)[/BCOLOR]
[BCOLOR=transparent]There is a small cluster of islands outside the Bathmeran republic borders that is called the Eternal Wind Islands. The people of Eternal Wind Isles have lived isolated not by choice, but due to the activities of Storm wolves. These beasts live in and move on the winds themselves, stirring up storms wherever they go. For a hundred years, there was no way for the Alari who first settled on the isles to contact anyone outside due to these. Storm Wolves make for quite excellent binding partners as they are intelligent and benign enough to willing bond with someone that has earned their trust.[/BCOLOR]



[BCOLOR=transparent]Weapon: Yaibo Ren always favored flashy styles. This goes with his weapon as well. The "Divine Wind" Nodachi is a longer, heavier blade than the traditional katana. As such, his blade is extremely valuable not only from a craftsman's perspective but because the sheer amount of finely polished and worked Immortalis that makes the 96 cm long blade is likely worth more then Yaibo himself has ever own in his entire life combined. [/BCOLOR]



[BCOLOR=transparent]Magical Abilities:[/BCOLOR]

[BCOLOR=transparent]Wind Cutter:[/BCOLOR]
[BCOLOR=transparent]Channeling the power of Yojis winds into the blade, each swing produces blade if concentrated wind the size of his and traveling at the angle of his swings. These cuts flesh and can wear down even metal armor.[/BCOLOR]

[BCOLOR=transparent]Windstep:[/BCOLOR]
[BCOLOR=transparent]The ability to create "air cushions" under his feet, letting him to find footing briefly in mid air, and allowing him to change direction dramatically whenever he want to as. He can also use them to launch himself at greater speed.[/BCOLOR]


[BCOLOR=transparent]Personality:[/BCOLOR]
[BCOLOR=transparent]A wild soul, he is very much the stormy winds of his home and companion made flesh. His eyes hold a brilliant, untamed soul that seek to express itself whenever it can. Outside of battle he will insist you race him places, try to make you lose your composure and have been known to wolf down his food at the speed of a well.. A wolf. Its no secret his lack of mental discipline has let his companions feral nature affect him. This can often be seen when sparring. His stance is basically leaning so much forward he has one hand on the ground while resting his sword on his back. He is a tempest, able to bounce around unhindered by such silly things as gravity while running almost on all four, keeping low. He will come at you from every conceivable angle, not slowing down for a second.[/BCOLOR]

[BCOLOR=transparent]Backstory[/BCOLOR]

[BCOLOR=transparent]The Islands of Eternal Wind lays 40 aeronautical miles outside the edge of Bathmeran Republic. Prior to the Immortalis boom and the Republic being formed, that edge lived in fear of the of the raiders that would come with the Storms. These were the Storm Riders, warriors of Fuuja, the Kingdom in the Storm. Riding on top of Storm Wolves, these were fierce warriors that had tamed the massive wolves that actually kept the storm raging around the isles to begin with. As the Republic rose to prominence however and Immortalis became a factor, these raids became less and less profitable. The Republic had more wealth, more organization then isolated villages and crystal wielders had their own beasts, beasts that lent them magic power.[/BCOLOR]

[BCOLOR=transparent]Sensing a shift in power, the Fuujas leader, known as the Stormlord, ordered the raids to cease. The Republic, having immortalis powered airships and enough storm spirits of their own could brave the storms without a problem, arriving at the Isles as soon as the Stormlord extended an invitation for diplomacy. This led to many prominent warrior families finding themselves without a purpose.[/BCOLOR]

[BCOLOR=transparent]One of said families was the Yaibo Clan. Prominent raiders in the past, they decided to reshape their legacy and tap into the new knowledge in regards to beast bonding. They allready maintained a healthy relationship with the many different Storm Wolf packs, and so they would train in the use of Immortalis. By now the Crystal war raged and was reaching its climax. Upon the day of the Cataclysm the entire kingdom would feel it. The storms that swept them was not like the wolfstorm, but far more vicious, far more destructive. Many smaller villages would be completely whiped out, only the great walled cities of the families would stand untouched.[/BCOLOR]

[BCOLOR=transparent]Yaibo Ren come from one such City. He was born during the cresting of one such storm, years later. A omen, some would say. Yaibo Ren was a lively kid from the moment he was born. HIs screams as a baby was so loud his mother later commented that "The Storm had to compete with Ren, not the other way around."[/BCOLOR]

[BCOLOR=transparent]While a Yaibo, Ren was merely a cousin, officially part of the Yaibo-Asamini branch family. None the less, he was allowed to participate in all activities that the family heirs participated without fear of reprimand or being told his place. The boy showed magical talent early on and when around the families Storm Wolves. It was soon evident that the omen was true, he was born to be one with the storms. This led to a rather difficult time in Rens life. Ren was a wild spirit, difficult to tame and discipline. He hated having to sit through lectures, hated to adhere to strict forms in training. He wanted to be like the storm; Wild and unfettered. However, he also felt responsibility towards his family and gratitude to the head of the Family, who always treated him as a second son.[/BCOLOR]

[BCOLOR=transparent]When he was provided with his Immortalis weapon and with it the greatest Storm Wolf his father had raised "Yoji" , it came as a huge chock to the young man. Before him was a Odachi, a massive two hand sword with a blade of purest Immortalis. It was his going away gift as he was about to take the Exams for the Academia Crystalis. Overwhelmed he accepted it without hesitation. The humbling experience also had the desired effect, tempering the storm inside him, atleast for the moment.[/BCOLOR]

[BCOLOR=transparent]His years at the academy was ones of finding it hard to fit in. Between all the rich people, dignitaries sons and daughters and the overachievers who came from talent and desire rather then wealth, a wild spirit like him was lost. He drifted, barely making grade for about a year. His second year went better, as he grew more interested in the intricacies of his magic and enjoyed studying foreign combat styles and magic.[/BCOLOR]

[BCOLOR=transparent]Now on his third year, he is finally hitting his stride. Ever the wild child, he meets everything with a feral grin on his face.[/BCOLOR]



[BCOLOR=transparent]Misc Possession and Information[/BCOLOR]
[BCOLOR=transparent]- Never goes without his "Water" gourd[/BCOLOR]
[BCOLOR=transparent]- Rides around and even falls asleep ontop of Yoji.[/BCOLOR]
[BCOLOR=transparent]- Insulting his wolf is almost a death sentance.[/BCOLOR]

[BCOLOR=transparent]Familiar char sheet. _______________________________________[/BCOLOR]

[BCOLOR=transparent]Name: Yoji[/BCOLOR]

[BCOLOR=transparent]Element Wind[/BCOLOR]

[BCOLOR=transparent]
[/BCOLOR]
Appearance

[BCOLOR=transparent]From back to ground, the wolf is 1.20 meter in height. Making it the size of a pony. Yojis fur is white and seem to dissolve into wispy smoke at the ends whenever he channel magic. Blue pattern of lightning runs across its surface, but no electricity or spark seem to come from him. His blue eyes are extremely keen and seem to posses near human levels of depth and soul.[/BCOLOR]

.




.
[BCOLOR=transparent]Personality: Loyal and Good natured, Yoji is smart enough to understand most human speech. He is fiercly protective of Ren and have been known to snap at people he think are threats. He is very amicable besides that and acts much like a oversized, if keenly intelligent dog for the most part.[/BCOLOR]

[BCOLOR=transparent]Abilility[/BCOLOR]

[BCOLOR=transparent]Wind Running:[/BCOLOR]

[BCOLOR=transparent]A more powerful version of the Windstep, it allows Yoji to literally run on air. Yoji basically flies without the actual flying part. He simply runs on air like he does the ground. Very useful when Ren is riding on top of his back, sword in hand.[/BCOLOR]

[BCOLOR=transparent]Gust Howl:[/BCOLOR]
[BCOLOR=transparent]Yoji generates powerful gusts of wind trough his howl, capable of tossing people and beast into the air and then some.[/BCOLOR]
 
Crystal Wielder Sheet_______________________________________
Name: Zalen Typheous
Age: 25
Appearence:
a896e5d8a33184a9606f9873746b120c.jpg


Standing at 6 foot and 5 inches, Zalen is a tall Varsi to say the least. A well toned, and more athletically lean build, Zalen takes pride in his level of fitness and strength. The tattoo on his left side of his chest marks his graduation from apprentice to full monk-hood, a symbol of The flaring Sun Monastery that treated him as an equal and helped nurtured his strength. He often prefers to wear his hooded jacket open, without a shirt when days are warm and bright, but he will wear a simple tank-top if that is not the case.

Race: Varsi
Nation:
Ispea
Familiar: Amari
Weapon:


"Ifrit's Knuckles and Feet" - A powerful set of Gauntlets and Greaves that house the crystal that binds Amari to Zalen. It is said that these pairs of purely martial art focused weapons contain the might of Ifrit if unleashed truly. They often appear upon Zalen as a pair of dark red, molten styled Gauntlets and Greaves.

Magical Abilties:


"Seven Stars Destruction Palm"
Unlike the regular flames of numerous spirits, his fire is spiritual in nature and takes the form of intense light that he weaves around his hands to project fro them. Coupled with his Ten Pillars Palm Style that focuses on kinetic dispersion through palm strikes, it allows him to irradiate and impart this spiritual, scorching heat directly into targets. He calls this the "Seven Stars Destruction Palm."

"Flare Wave"
By channeling the energy and power of Amari, Zalen is able to enhance his fists and feet with scorching sunlight. He can also generate the searing, burning light from his palms into a blast, to which he calls it the "Flare Wave."


Personality: Brash, blunt and short tempered with an even shorter fuse, Zalen is considered many outsiders to be the typical macho minded, single thought "just punch things" Monk that are surprisingly more common than he would like to admit. But as those that get to know him find out that he's rather uplifting towards people that want to better themselves through hard work. He's often very confident in his skills, bordering on arrogant, but what lies deep within a layer of pride and bravado, at the root and heart of it is an inferiority complex, a constant need and desire to prove that he is who he is through the amount of work and time he has put into achieving his level of skill and power. With that said, in battle he often doesn't take his enemy serious, and usually underestimates them, which leads him to burst with anger.

Backstory:

Zalen was born in Ispea, the youngest of seven siblings to the renowned and infamous Typheous Family; Cutthroat Merchants that will even slit their own mother's throats to join a deal for a huge fortune. His father made a name for himself in both aristocracy and the criminal underbelly that lied within the Ispean Empire, and thus began the Typheous Family's rise of wealth and power. When Zalen was born, his father, Maxwell Albertus Typheous, already had his "Heir" and the other five as his spares. He was often nicknamed "Runt" for his rather small size and frail look by both his father and three brothers. This led Zalen to develop a deep rooted hatred for them, and an inferiority complex that will slowly develop in his life. He would often try to make his family proud, with as much as a child can actually do, but most if not all of his pursuits would lead to failure. Part of the problem that was ever brewing, was the fact that Maxwell blamed Zalen for his Wife's death, as she died shortly after giving birth to him.

Resentment, anger, frustration kept building and building within him until he finally broke down at the age of twelve. He let out his anger and fought his brother, brandishing a sword to kill him with. His Father was furious at him, to the point that he exiled him from the famil and kicking him out of his estate. The only family that he had at this point in his life was two other older siblings, a brother and a sister both fairly renowned Crystal Wielders and powerful mages, an aunt from his mother's family who for as long as he could remember treated him like a son. During these periods, Zalen had gained a fascination for acrobatics and martial mastery, often watching the demonstrations of the travelling Monks that often wandered the Ispean Region. It was during one of these demonstrations that Zalen would begin his harsh tutelage under the Flaring Sun Monastery. He was quick to show off his rather sloppy and uncoordinated movements and motions. One monk, Shen, decided to take him as an apprentice, to refine his talent and skill. His aunt reluctantly allowed Zalen to follow his heart.

At first, Zalen hated how rigid and stric Shen was, Zalen had a little rebellious fire in him, not wanting to follow those rules as he trained. It was during his second year that he met a young Amari, befriending him and helping to guide him into thinking outside the box, often training along side him. Zalen had a knack and a gift of befriending strange creatures and spirits, something his Mentor noted. His third year, was the beginning of his advanced training and mentoring, during this period Amari was more distant from the Monastery. Needless to say, while Zalen was still learning, he took his time with Amari to heart, using rather smart methods of sticking within the rules and tasks whilst developing a style for himself. Shen noted his rather quick capacity to learn, for what he had learned in four years, would take others ten, maybe more. Needless to say, he was proud. it was a rather isolated monastery, with only five members left.

As Zalen turned seventeen, he decided that he wanted to follow his sister and Brother, as a Crystal Bearer himself. He would take all the exams as needed, study hard and after graduation, to travel the regions. His mentor, seeing him serious about this path he wanted to take, gave him his old immortalis weapon, a pair of gauntlets and Greaves. His mentor could never find a beast to bind with though tried as he might for weeks upon weeks. Zalen packed what little things he had on his person, and set out to catch the next Airship to the Crystal Academia. It was during his excursion back to his home that he could hear the sounds of a fight. Curiosity set in and he rushed over to the commotion, finding Amari battling a rather deadly creature; a Royal Manticore. Amari fought valiantly, her Sunlight Flare style proved to be capable of holding the creature at bay, to which Zalen put his training to use; fighting the creature to push it back. As deadly and persistent as they can be, the Manticore soon gave up and left the two warriors alone. Worn out, exhausted and almost on the verge of passing out, Amari was poisoned by the creature, to the shock of Zalen. He didn't know what he could do, calling for Shen who appeared to check on the young spirit's condition. Shen told Zalen that he must bond with Amari to save her life. Conflicted and unsure, Amari told him that she wouldn't be afraid if she died. He had made his decision, using his Crystal from immortalis weapon, Zalen bonded with the spirit.

Zalen's trip to the Crystal Academia was long, airships were the one transport he was most afraid of, something Amari found amusing for such an imposing figure like he was. Needless to say the entrance exams were really tough, the written assessments were by far the hardest thing he had to overcome to join the like of many Crystal Wielders. Needless to say he aced the physical part of the exam, something that he knew and Amari knew as well. First year was rough, fraught with many battles, a chance to show his style and to test just how strong other Crystal Wielders were. Overtime, his personality quieted down, becoming a valuable student as he aced his first and second year. His Third Year will test him and Amari, but they both look at it with pride, ready to take on any hurdle in their way.

Misc Possession and Information:


Familiar char sheet. _______________________________________

Name: Amari

Element: Light

Appearence:
36970991b9ceb3873e51dcf8cd429132.jpg


Amari is a pale, white haired Fox Spirit that often takes the form of either a young shaman-esque lady or a two tailed fox(to merge with Zalen.). The markings on her human form appear on her fox form as well. She often prefers to travel as a human, at the dismay of Zalen.

Personality: Intelligent, well-mannered, patient and thoughtful, she often acts as an antithesis to Zalen's rather, blunt, brash and short tempered persona. She often takes up a physical manifestation
of a guilty conscience towards Zalen's more "questionable" antics when they travel together. Rather than confront someone directly, Amari will often act passive aggressive and sarcastic to the disdain of her partner.

Abilities:

"Healing Sunlight"
In her Two Tailed Fox form, Amari acts more supportive in contrast to Zalen's style of close combat. While Zalen is utilizing his pure physical and martial style, Amari will indeed hand back, healing her partner. Whilst in her Fox form, she can merge with Zalen.

"Sunlight Flare"
It is no question that Amari is also a sort of Mentor to Zalen as much as she is his partner. Her original style of the Sunlight Flare is the one that Zalen based his "Flare Wave." on. While more long ranged than her partner's version, She uses this ability against crowds of beasts and enemies that dare surround the great warrior Zalen. This drains her of her stamina much faster than her more supportive ability.
 
Crystal Wielder Sheet_______________________________________
Name: Aseela Kalatet
Age: 21
Appearance:
V5I7iMZ.jpg
Race: Balamestri
Nation: Kalthran
Familiar: Bandalli (Warrior Ape)
Warrior Apes are incredibly intelligent creatures that often live deep in the jungles of the Kalthran islands. They are about as smart as humans, so much so that there are many myths around Kalthran about Apes who make deals with humans. These deals always have a catch in favor of the Ape, of course; in fact, the Kalthranese phrase, "This is a monkey's deal." that's used to call out one sided deals stems from these stories.
Apes also have a long history of less than stellar behavior. Their knack for mischief and mayhem often makes them difficult to deal with when actually coming across them. While most of these Apes are blessed with innate speed, toughness, and fighting skill, most of it is put to use in less-than-admirable activities. While they have a tendency for mischief, Warrior Apes aren't inherently cruel or malicious. Most of the time, their goal is to steal food or take whatever liquor's been stashed away for themselves. There are even stories of Apes wearing heavy clothing to disguise themselves as humans and con travelers out of their food and anything that might look shiny.
Aleesa met Bandalli the Warrior Ape shortly after she left home for the Academia. She needed something to bind, so she volunteered to tag along with a traveling caravan passing through a jungle on their way to the next town. She bound Bandalli one night after seeing him rooting through their food stores. She mistook him for a thief and knocked him unconscious with a metal pan to the back of the head while he busied himself with their food. Bandalli wasn't too happy to wake up tied up and in a cage. So Aleesa made him a monkey's deal. She'd let him out... if he agreed to a binding. He said he'd rather stay in a cage forever. He caved when she started to enjoy a meal just out of reach.

"Come on, kid, let me out. If I die in a cage, I lose a bet."

Weapon: A Rock and A Hard Place - Aleesa's fighting style can be rolled up into the word, "Pugilist". She hits things with her fists (and also feet, elbows, knees, shoulders, and occasionally her head) and is generally able to fight without a weapon. This isn't to say, however, that a weapon isn't used or wanted. Enter her two good pals: A pair of cestus gloves. The one on her left is called A Hard Place. The one on her right is called A Rock. Getting between them is generally an unpleasant experience. There are small Immortalis crystals instead of metal pieces under the glove, just above the knuckles. The gloves used to belong to her mentor and teacher Jokala Oktelos, a seasoned monk and a veteran of the Crystal War. They're a bit old but they've proven themselves to be as sturdy and as stubborn as their wielders.

"Ha! See Bandalli? He was caught between... A Rock and A Hard Place!"
"That's not funny. At all."
"It's kinda funny."
"Not really."


Magical Abilities:
  • Stubbornness of the Monkey: A passive ability that affects Aseela while Bandalli is bound inside her. An inner fire that keeps her going so long as it burns. In addition to her already thickheaded nature, Aleesa's endurance and resilience is increased. It isn't as flashy or cool as shooting fire and lightning, but plenty useful when your main method of hurting things forces you to get in real close. Unfortunately, being resilient to damage isn't the same thing as being invulnerable to pain. Getting hit still hurts. Kind of a lot, actually.
  • Fury of the Monkey: An activated ability whose description is quite simple. Hit. Really. Hard. With a flaming fist. It's unrefined, not exactly elegant, and requires Aleesa to get in close and physically hit her opponent. It's not graceful and there are clearly better ways to fight than run up and punch them, but if physical contact is actually made, Aleesa can hit with great strength and with a fist burning as brightly as her inner fire. Hard enough to smash through armor or just send an enemy flying back. Academia Board should keep in mind; this attack causes a lot of collateral damage when it misses. And she misses a lot.
Personality: Aleesa's equal parts stubborn, and enthusiastic. She's got big dreams of being one of the great crystal wielders (so naturally, learning that her abilities weren't as cool as shooting lightning and fire came as a huge bummer). She's also slightly overconfident and tends to overestimate her own abilities. She has a bad habit of biting off more than she can chew as well as being incredibly quick to jump into something she may or may not fully understand. It's difficult to sway her away from something she's already set her mind on either for better or for worse. But she's a lot stronger than she looks. Both in terms of physical prowess and willpower. Spending your childhood running errands around a small fishing village carrying, lugging, and throwing a lot of heavy things left her with quite a bit of strength. You haven't strained yourself till you've lugged heavy baskets of fish uphill on your back. And being thickheaded and stubborn does wonders for personal willpower. For better or worse.

Backstory: Aleesa was raised in a monastery set up by a small group of monks overlooking a small coastal village in Kalthran. This monastery, like many others, took in children who were orphaned, unwanted, or simply in need of care. Like most of the other kids there, she never met her parents and in all honesty, she never really wanted to. The monks, the other kids, and even the people down in the village were her family and they were more than enough. The monks taught them to read and write, to meditate and interpret the wise teachings of old scriptures, and to cultivate a sense of appreciation for the world around them. Many of the monks there had at one point been soldiers in the Crystal War, so those who wanted to learn self-defense were taught. Those were good years, spent learning, running errands around the nearby village, and enjoying life near the cliffs and sea.

Aleesa had always found that physical activities appealed to her much, much more than academic or intellectual ones. She liked to practice on her own and explore the village below. Much to the chagrin of the monks, she also liked to wander deep into the tropical forest behind the monastery. It was there where she found one of the head monks, Jokala, sitting in a tree and enjoying a snack; despite Brother Ekshu having made it clear the night before that it was Jokala's turn to organize the libraries. Aleesa was also avoiding her chores at the time. The two got along famously and Jokala mentored her for the rest of her time there. But he became more than a mentor; he was a good friend. They both had a lot in common. Both were stubborn and thickheaded, both had a mischievous side, both had a love of good food, and they both drove Brother Ekshu crazy.

After a time, Aleesa decided she wanted to become a crystal wielder and leave for one of the Academies. The monks agreed that she should follow that path she chose for herself and work her hardest to get there. She wasn't the first or the last of the adopted children to want to become a crystal wielder. She was, however, the only one who was accepted into Academia Immortalis...

Studies had always been hard for her. She wasn't much of thinker. But in a test of strength, she showed she had a lot of potential. When the time came to shoot for Academia Immortalis, she figured she had nothing to lose. She barely made it through the knowledge exams and it had been half hard work... and half luck (with maaaybe a little bit of peeking at her neighbor's paper during the exam sprinkled in somewhere; but it isn't cheating if you weren't caught). The physical exams had been easier. It had still been tough, but it put Aleesa in her element. And any advantage is a good advantage during an uphill battle. Now, she's here. Academia Immortalis is the nicest, fanciest place she has ever been in, the food is amazing, and they have real towels in the bathroom. But, the classes are hard and the work is even harder. It's been a grueling two years, and she's got to admit that she's gotten through it by the skin of her teeth, but she's hanging in there.

Misc Possession and Information:
  • A few old scrolls with some of the teachings of the monastery she grew up in. They have yet to be unwrapped and actually read; Aleesa's not much of a reader.
  • A wind shawl, a little old, a little torn. Smells slightly of perfume. Not originally hers.
  • A coin pouch that honestly feels cursed seeing as it is almost always empty no matter what. There is just never enough money for anything.
  • A bracelet made of shells and soft stones from the sea. Received as a gift from one of the villagers years ago. She thought it was very nice of them. The fact that it was a young fisherman's attempt to woo her went right over her head. She doesn't remember his name though.

Familiar char sheet. _______________________________________

Name: Bandalli the Warrior Ape

Element: Fire

Appearence:

4d58ea024bb64fb4c105751fde45c005.jpg

Personality: Bandalli claims to be one of the oldest, most powerful familiars in the world. Then again, he also claims to have once been the king of Alexia and that he invented airship travel in a single afternoon. The only honest part of all that is probably the part where he's old. He also cheats at any game you invite him to play. It's a bad idea to bet anything against him.

Bandalli is, unfortunately for Aleesa, lazy, rude, and kind of a pervert. It took her weeks to get him to show her how to use his abilities for herself and he still refuses to show her much else. According to him, Aleesa hasn't earned the loyalty of such a powerful familiar... but the truth is he's just too lazy to show her much else. Bandalli only loves two things. Free food and good looking ladies.

He's very laid-back with everything... but somewhere in there hides the fury of a thousand flaming fists. It's just hard to tear him away from the window into the lady's bath houses.

"I'm not peeping, I'm scouting the facilities. See? All safe. You're welcome."

Abilities:
  • A Thousand Fiery Fists: The aforementioned fists of fire. Bandalli can throw an incredible amount of furious, flaming punches with insane speed. Each hit comes faster than the last with a seemingly boundless reserve of energy to fuel that red hot fury. Even after an opponent has been beaten to a pulp, Bandalli's fists keep coming and coming, smashing their opponent deeper and deeper into whatever surface they happened to be standing on. Aleesa keeps nagging at him to teach her to do this herself, but he refuses every time. Too much work. Not enough snacking involved.
  • A Monkey's Best Tool: The best way to hit an opponent is without them even seeing you coming. Bandalli's fiery aura glows and he gains incredible speed and movement on top of his innate simian agility so long as that inner flame glows brightly. His fighting style has its foundation rooted in unpredictability, putting his speed to great use. How does a monkey steal a good meal? One, be faster; two, be hard to catch. Fighting an opponent face-to-face is easy. Fighting one that can come from above, behind, and probably even from below is a lot tougher.
 
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Crystal Wielder Sheet_______________________________________

Name : Akie Kamiya

Age: 23

Appearance: Akie has long, slightly coarse black hair with a relatively fair complexion, though one would be surprised to find her skin rougher than it first appears from the wear of the weather. Her features are somewhat angular, and the most striking thing about her is her grey eyes - a trait she shares with her mother, but not her sisters. She stands at around 5'6" and is overall relatively slender in a wiry way. She has a tattoo on her left shoulder of a nautilus shell with claws curling around the top of it that all of the women in their family get when they turn 16. She tends to dress simply in loose clothing that is easy to move in and puts all of her hair up in a large bun with several hair sticks to keep it in place. She will let part of it down for effect during formal occasions, as her family has told her she looks better with it down.

Race: Varsi

Nation: Kalthran

Familiar : Kefeli (Wind Demon)
Wind demons are extremely rare creatures that reside in, obviously, the windiest places on earth. Though they possess some power, bonding to a wind demon is rare for two main reasons. The first is that they are notoriously difficult to find and will only reveal themselves to someone they themselves have chosen. The second is that they are commonly considered, simply put, dangerous. They are clever, sentient, and ruthless creatures who almost certainly have their own agendas, and the already rare Wind-Demon-bonder more often ends up dead than any other - the product of some bored wind demon who thought it might be fun to play a long game of "I'll get you killed, when you trust me the most."

Weapon: Hekethri - Although Akie was taught to use a number of weapons, chief among them staff-based weapons such as naginata, Hekethri is a large, enchanted fan that Kefeli gave her for them to bond. It is made completely of flat rows of immortalis that fold over each other. A thin mesh of almost translucent, white gossamer silk embroidered lightly in coiling golden patterns clings to the crystal sheeting for extra beauty, but makes no attempt to hide what is below. She has no idea how the wind spirit got it, but it is an extravagant and heavy affair she had learned to use not only for close-range defense and offense, but also to enhance her wind powers when open. Sample of how you fight with a closed metal fan below:

Magical Abilities:
Gust Shroud - Can conjure up a strong wind to twist around her (and a few feet away from her body) temporarily, usually violently throwing off or shredding anything that hits it, and in certain terrains stirring up the dust enough to make her difficult to see.
Thin Air - Very gradually sucks air into the fan. In enclosed spaces, this provides a thin-air effect that gives Akie a bit of an advantage, but most commonly she uses it to add power to the fan. A couple examples: when she its someone with it, some of the air can be released in a slightly explosive pop, or she can push the wind out of one end, giving movement in a certain direction extra propulsion.

Personality: As a child Akie was much more outspoken than she is now. She was born with a naturally mischievous and curious personality, and is sometimes a bit on the dramatic side. She used to like to play tricks on people, but now is more likely to use her words and occasional recklessness as her outlet for trouble. Her sense of humor is such that she can find almost anything (and anyone) funny by thinking of something rude about them. However, these attributes are not as obvious as her more aloof and calm attitude. It is difficult to frighten or anger Akie, but she struggles somewhat with making friends, partially because she herself often fails to put in the effort. Those who like her like her for her little bits of sass and usually brutal honesty, but most either simply believe her to be reticent and unfriendly, or don't notice her somewhat quiet existence. While she enjoys her privacy and space, this relative solitude does make her rather lonely at times. She does not trust people easily (so it's something of a wonder that she DOES trust Kefeli) and second-guesses them a lot, but is a good listener and relatively talkative once you get to know her.

Akie has always loved beauty of all kinds, and is attracted to nature, jewelry, art, and elegance of movement. This translates into how she moves, so that her steps are smooth and sure, and changing directions abruptly almost looks like a dance with her. She actively enjoys using weapons that require spins and increase the momentum of her own body - which usually translates to mostly staffs, but can work well with her fan - and has been trying to cure herself of the tendency to move too much when she fights. She is a relatively practical person besides this wistful love of beautiful things.

Backstory:
Akie was born the second of three sisters on the small pirate islands of Kalthran, a small family that lived somewhat on the fringe of the islands. Like many of the inhabitants there, their culture was both that of the pirate isles, and that of their place of origin. The three sisters knew little of their father, and all their mother would say of him was that he had been a soldier from Ispea who had died during the Crystal Wars. Whether their father was Ispean or not, their mother was every bit the fierce pirate warrior one would expect from Kalthran. When she was little, Akie remembered the war vaguely as periods when their mother would disappear, leaving their eldest sister in charge. She remembered... a man who would come to visit them at times, and certainly he never did quite seem to fit in with the rest of the Kalthran, but that is really all there was to remember of it. The end of the war simply meant that their mother finally returned to take care of them. She was back to stay. Rather than coddle her children, however, Akie's mother immediately set about teaching them martial arts in the tradition of their people - though less motivated by the Varsi culture than perhaps her own experience as a seafaring troublemaker.

Their eldest, Ayako, took to fighting like a duck to water. She had always been quiet and stern, but Akie had never seen her light up until the day she won her first real fight. Their youngest, Aimi, held weapons with unease, but their mother never could seem to be truly upset with her for her pacifist nature. She was the Kamiya family's comfort and joy, and certainly the most beautiful of the three. And then there was Akie. Akie was mischievous enough to have personality, but obedient enough not to cause trouble. Akie took to the martial arts quickly enough, but not as quickly as Ayako. Akie was smart enough. Akie was pretty enough. Akie was.... At times Akie felt that she did not exist to her mother. They lived a simple life and it was largely free of great troubles, but she was not the strong eldest girl, and she was not the gentle youngest girl. She was simply wistful little Akie, and she grew up in the understanding that that somehow meant she mattered just a little bit less than the other two.

As she grew into her teens, the loneliness she had felt at times grew into a full-blown restlessness. She found herself wandering the terrain of the islands alone more often than she cared to admit. Her behavior worried her mother and sisters, but their concern merely frustrated and confused her and she stayed longer and longer away from home. Sometimes she'd sleep out alone in the mountains that bordered their home. This was not a safe place to be, but Aki had never really felt afraid of them. In fact, she more often felt like part of them. The wind that whistled ominously through them comforted her, letting her feel a small sense of freedom during her stays there. She'd always been the invisible Akie - there but not there. Like the wind. What was there to fear?

The answer to that question would take her quite by surprise, for on yet another day that she set out from home - her mother watching her retreating back with furrowed brows - she encountered a creature that frightened her very much. Her usual aimless wandering had begun just as the sun had begun to color the sky, and she did not stop to rest until the sun was high in the sky. She had climbed some ways up and the heat of exertion and the blinding morning star was countered by the bite of the winds. She sat on the rock face and contemplated the world below her, when she realized a voice was calling her name. A voice that had so sounded like the wind that she could not be certain when it had begun. She turned around until she caught sight of the creature she would learn to call Kefeli. Kefeli told Akie to bond with her. When asked why, the creature told the girl that fear did not suit her. She told her that she felt the life of the mountains in her. She told her many things about who she was and who she would be, and even though Akie didn't know quite why, she believed the spirit. She did not return home that night, nor the night after that. When she did come back, three days later, her mother ran out to greet her, anger fueled by worry, only to find Kefeli hovering next to her.

From the moment she saw the spirit, Akie's mother knew what had to be done. She had seen enough of her child wandering without a purpose. She had had enough of being afraid that one day the girl might not return at all. For a couple years, she allowed her daughter to hone her bond with the creature, and then at last she demanded Akie leave to the Academia Crystalis. It was time her most troublesome child found her place in the world, because it was not here.

Misc Possession and Information
- Good at using staff-type weapons and owns a naginata she does use at times
- Can drink like a fish
- Good swimmer and sailor
- Her greatest physical point is probably her high stamina
- Although lives a relatively frugal life, does love different kinds of hair sticks
- Always carries around a small satchel of first aid supplies and water.


Familiar char sheet. _______________________________________

Name : Kefeli

Element: Air

Appearance: Kefeli does not look like a ghost. She is very much solid and real. She looks instead a bit like a corpse. Her skin is not simply pale it is deathly white, almost grey. She has equally colorless hair cut in a very strict style. Her eyes are a pale gold, and she has delicate little pointed features, including her tapering fingers. She is not as large as the people of Amanthea, standing at only about 2'6" she in some ways resembles a very large doll. She floats in the air, usually at shoulder-height, and wears long, flowing clothes of a ridiculously extravagant style Akie could not imagine moving in. These clothes appear to melt into the air with a flair at the bottom, such that you cannot see anything in the way of feet for her. (Ignore the dragon, it's not relevant)

Personality: Somewhere between vicious and devious. Like most of her kind, Kefeli is untrustworthy at best, downright evil at others. She does not speak often, but when she does, she chooses her words with painstaking care. She speaks with a great deal of intentionality and is often subtly unkind in her words, meaning to poke and jab at those around her. If she's saying something nice to you, there's almost an absolute guarantee she's about to use it to do something horrible to you. Strangely enough, she has yet to show any true ill-will towards Akie.

Abilities:
Windspin - Can form mini-tornadoes where she wants. Though nowhere near as large as what Akie wraps around herself, these small tornadoes would most definitely be unpleasant to touch and can be used in both a defensive and offensive capability.
Air Suction - Although similar to Akie's Thin Air ability in how it WORKS, its use is very different. Kefeli can suck air into her body at high rates, causing massive gusts towards her in open spaces, and in enclosed spaces suddenly forcing the air pressure to dangerously drop (until, y'know, a door explodes inwards, etc). This ability also works on people. If she touches someone on the chest, she can force all the air out of their lungs in a rather dramatic fashion. It is thankfully unlikely to kill them, though, and more likely to leave them gasping for air and seeing stars for a while.
 
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