Aevum {OOC // CS}

What is your priority?

  • Life

    Votes: 4 33.3%
  • Evolution

    Votes: 0 0.0%
  • Survival

    Votes: 4 33.3%
  • Fortune

    Votes: 0 0.0%
  • Destiny

    Votes: 1 8.3%
  • The Unknown

    Votes: 2 16.7%
  • Power

    Votes: 1 8.3%
  • Luxury

    Votes: 0 0.0%

  • Total voters
    12
Status
Not open for further replies.
C

ch0sen1

Guest
Original poster
"The sky opened its mouth, like that of a dragon the size of God...and then...The Judgement came."

0cosma-jpg.124499


It happened like a living fable. The tales you hear the bards singing about with their lute, about the great majesty and mystery of the universe. An extraordinary caution of heed about a man's mortality, but yet how they can aspire to become more. This was not one of those times. For this time, Hell and Heaven collided above the planet. No one saw it coming. No thing could ever predict such a cataclysm, yet as bold as all the provinces stand, it was there, and we all saw it. The Judgement. A storm that only God himself could muster with his mightiest of wrath. It shook the ground, the trees, the seas....the entire world. The death toll cannot be conceived, nor can the bolts of strange white light be explained. But we all know this, to this day:

Man was not intended to stay man after this.




  • ------
    The name of the dear planet, Orbis has lasted long before the age of man. It is said that Dragons and The Three Hounds dwelled the planet before the birth of man. From this, the beasts created all other beast kind that the planet sees and identifies today. In that Pre-Age, it was known to be a unified land mass, all dubbed Orbis by the greater beasts. Of course this is how the legends go, as very little literary sources can be cited to back these claims. No one truly knows the tale of how the mass broke into the land that is known today with provinces, but some scholars believe that a cosmic meteor plunged the planet, some believe the planet has a consciousness gifted by God and the planet chose its fate. The current world today now has the following history:

    ---------
    ----------


    • Terra, The Capital Province. Houses the Capital of Orbis, Jupiter City and the High King.
    • Regnum, The former capital province in the Myth Age (the days of Dragons and Dragoons)
    • Medium, The Ice Province. Sheer blizzards and freezing climate cut away visitors.
    • Nomos, The Windy Province, also known as High Province. Houses Mt. Nomos.
    • Tractus, The Mystic Province; The largest province in the world. Houses Essence Archipelago.
    • Stloctus, The Holy Province. Full of clerics, priests, and theocratic citizens.
    • Mundus, The Jungle Province. Littered with forests, swamps, and dense plantlife....and beasts.
    • Mare, The Commerce Province. Famous for its ports and trade, and its beautiful waters inland and out.
    • Obscurus, The Private Province. The last province to be established, filled with gloomy weather, storms, and private citizens.
    • Umbra, The Wasteland. Though considered "The Lost Province", it's actually no province at all, with no ruler and full of bandits, criminals, and savage wastelands.
    • Mt. Nomos. The highest point in the world. No man has ever climbed to the top, for it is sure death. Rumored to house the last dragon.
    • Lake Aurora. Named for it's nocturnal beauty, in which beautiful lights from the heavens shine down on the water. Freezing waters, but very rare fish with medicinal and culinary perks can be caught.
    • Lake Tether. Lored to be where the Pre-Age meteor hit, and rumored to house a gateway to the underworld where lost souls roam.
    • Essence Archipelago. Full of caves and coves said to hold immeasurable treasures and artifacts from the Pre-Age. They say the secret to Orbis' mysteries are there. During the Myth Age they were used as covert military outposts.
    • Isle of The Damned. Anyone who has entered has never returned. Ever. Known as the Cursed Lip, the isle has an estimated 100,000 dead bodies that are unaccounted for. No one dares venture there...alleged evil lurks, waiting.
    • The many villages, towns, camps, and caves. They dot Orbis and litter the lands.


    • Pre-Age: The age in which the birth of Orbis begins. This time dawned when all the land was one continent simply named Orbis. God then provided light and life to the planet, and made the first beasts to have domain over all wildlife. The Three Hounds. The Hounds roamed the planet, as Orbis used it's life to create other beasts and creatures from the Hounds, Earth, and Sea.
    • Myth Age: The creation of lifekind unto the dawn of modernism. The creatures begin to spawn to life and cover the planet in life. The Three Hounds then created an ultimate race of animal from their essence of reality. This race formed the shape of a beast capable of land, air, and sea. The first signs of man begin to emerge, and these sapient beings came into contact with all the wildlife and that of the ultimate beast. It was named a Dragon. As man evolved, so did the planet, and the creatures. The Hounds all but vanished, and Orbis rotated in silence as life was now self-spawning. Men begin to build, reproduce, and rise to the formations of society that exist in Modern Age. The Dragons begin to develop sapience as they started to become the perfect hybrid; Thoughts and knowledge of man, instinct of animal. Man begin to combat the Dragons for control of lifestyle, slaying the great beasts seldom and living a life of recluse. Until the Dragoons came. The Dragoons were an alleged inhumanly skilled bunch of knights that possessed the power of Orbis to combat the Dragons. Soon, man begin to rally behind the Dragoons, as they alone were capable of killing such perfect species. Man built the first city in that of Regnum, and dubbed it the capital of man, along with its city, Olympic City. The Dragons dwindled in numbers, and the Dragoons vanished along with them, giving their power back to Orbis. This lead to the expansion of man into the establishment of provinces, each with their own society and community. If you believe in the stories that is.
    • Modern Age: The current age of Orbis. The Age of expansion into the nine provinces and commerce of the new world. The legend of Dragons and Dragoons were now myths and bedtime tales as the new province Obscurus joins the Regime of Orbis. The Provinces follow the old way of the Myth Age capital, appointing a ruler, enforcer, and advisor respectively. These Royal Icons convene yearly at the Summit of Orbis to discuss current affairs and state of the union, while also celebrating the history and past of the ancestors that dwelled the planet. Out of the nine rulers, only one can be High King at a time. The High King becomes the avatar of Orbis, holding executive power over all province rulers in times of politics and war. All is well in the Modern Age...that was, until The Judgement.
    • Dragoons: The lored saviors of the Myth Age. The holders of immense natural power sourced by Orbis. Man became intelligent enough to understand and harness the power of nature to combat the power of Dragons which sought dominion over all of Orbis. Legend states there were 7 Dragoons of Orbis: Fire Dragoon, Aqua Dragoon, Wind Dragoon, Earth Dragoon, Light Dragoon, Dark Dragoon, and Lightning Dragoon. They together stopped the flow of chaos brought by Dragon to save mankind. Unofficial literary sources indicate there may have been 2 more Dragoons known as the Divine Dragoon and Eternal Monster, the latter said to have been a feral human that antagonized the Dragons to destroy, and the former said to have made a pact to work with the Dragons so that he himself may reign as the sole man of Orbis.
    • Dragons: The fabled beasts of the old age. Created by The Three Hounds in order to keep domain over Orbis in their absence, but the legend goes that upon Dragons gaining intelligence they begin to develop emotions of greed and power, wanting to rule Orbis and destroy any in their way. They reigned for a time until the discovery of man, which sparked an all out war for Orbis. Man learned to evolve in wisdom and harnessed the power of Orbis to combat the Dragons, the Select Seven or known as The Dragoons. They channeled skill and spirit to overcome the Dragons and lead man into an age of expansion. Most say this is a simple myth, but select few believe they exists. If you ask some people by eyewitness reports, they will have told of seeing a great shadow just below heaven, and a faint roar before vanishing.
    • Three Hounds: The First Beasts. The progenitor product of life creation by God. Sent to roam and watch over Orbis with eternal solitude. Combined, legend says the three have the power to reshape Orbis as they deem fit, but they are reverent. Neither malevolent nor benevolent, the Hounds infused their essence with Orbis to create lifekind. They are Anubis, of Life. Cerebrus, of Mind. And Fenrir, of Soul.
    • Wildlife: The creature life of Orbis, the general biosystem that man has retained domain over since the Myth Age. Birds, fishes, octupi, feline kingdom, canine kingdom, serpents, reptiles, crustacean, rodent, cervidae, insect, bears, horses, etc. The special cases of Orbis' ecosystem are Dragons (rumored),Mammoths, Phoenix, and Kraken. These special cases are rarely ever seen ever.
    • Summit of Orbis: The Summit of Orbis is an annual meeting of all rulers, royalty, and key figures around the world for an address and celebration on the advancement of Orbis, the provinces, and the good of mankind. It is a day long affair that is guarded by all nine of the Orbis militaries in fun and fellowship, but also in political advancement and civil settlement. The Summit is held at a random locale every year for security purposes, and thus is the time for all matters of dispute, opposition, conflict, compromise, and alignment to be handled. All rulers speak on their provinces progress, problems, and wishes, as finally the High King speaks on the state of the Capital, and that of all the provinces. Following the summit, the celebration begins in games of drinking, dance, song, courtsmanship, and even combat challenges and settlements. The Summit ends with a final tribute to Orbis.
    • The Judgement: The storm from god that changed all of mankind. He opened the sky at a moment of null's notice, and from that came the lights of terror that struck fear into each and every one of the people's hearts. It was as if Orbis heard the evil of man, and backlashed against it, but not even the planet was strong enough to shelter the wrath. The heavens opened up, and hell came down.


 
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WORLD MAP ORBIS
OrbisF.jpg

CAPITALS:

Jupiter City, Terra
JupiterCity00.jpg


Olympic City, Regnum
OlympicCity0.jpg

Frostrise City, Medium
placeMedium.jpg


Highwind City, Nomos
HighwindCity.jpg


Essence City, Tractus
TractusCity.jpg


Glade, Mare
portMare2.jpg


Nature City, Mundus
JupiterCity0.jpg


Sola, Stloctus
StloctusCity.jpg


Abyss, Obscurus
Abyss.jpg


 
====CS TEMPLATE====


Name
Age:
Height:
Weight:
Occupation/Status:
Appearance: (Realistic, Concept Art, Digital Art)
Aevum: (superpower will be provided after CS completion)
Pros(5): (5 good traits)
Cons(5): (5 bad traits)
Talents/Skills: (hobbies, skills, and gifts)
BIO: (at least a detailed paragraph)

Character Quote:



_______________________________________________________________________________


PLOT ARCS
________________________________________

  • Arc One: The Dark Province
 
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Éliane 'Eli' Moreau
Age: 17 | Height: 5'6" | Weight: 115 lbs | Occupation: Thief/Animal trainer
Aevum: "What's that? A new type of animal?" Animal Imitation
+Honest+
+Loyal+
+Friendly+
+Curious+
+Steady+
-Submissive-
-Shortsighted-
-Naive-
-Insecure-
-Gullible-
Talents/Skills:
Scavenging~ Eli has studied quiet a few herbology books, as well as having personal experience, making it easy for her to tell which plants are safe to eat in the wilderness.
Thievery~ While not a top-notch thief, Eli is capable enough to at least obtain a bit of food from a stall.
Pet bat~ Technically having a pet isn't a talent, or skill, however this specific bat is trained for the purpose of distracting people while Eli is stealing.
Animal training~ Eli has always loved animals, because of this she has studied many books on them, and learned different ways of taming and training them.
BIO: Eli was born into a large family from Mundus that could barely scrape by, because of this she learned at a young age how to best obtain food, either by scavenging fruits and berries, or by snatching bread or other food items from a merchant. At the age of seven Eli left home, with the thought that her family would be better off if they had one less mouth to feed. She never had a destination, but rather traveled all around, either by hitching rides with other travelers(Invited or otherwise) or walking. She made sure to stop by every library to read their books on both animal and plant life, putting the knowledge to use by training pet's for people in exchange for food or temporary living quarters. Eventually she became quiet skilled at training animals, and even garnished a reputation for it, though while she could get by just fine when she had work it wasn't a steady job. Because of this she made a side-living by stealing just enough to survive.

Character Quote: "You wouldn't actually kill such a beautiful creature just for food would you?"
 
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Lumi Eos
Age: 16
Height: 5'6"
Weight: 119 lbs
Occupation: Royal High Princess of Terra, Daughter of High King Ode Eos; Twin Sister of Luma Eos.
Appearance:
0Lumi.jpg

Aevum: "I assure you, I'm not one of those....abominations!"
Pros(5): Brilliant-Minded/Loyal/Honest/Clever/Compassionate
Cons(5): Aloof/Sensitive/Stubborn/Self-Absorbed/Indolent


Talents/Skills:
  • A gift believed directly from the divine, Lumi has the voice of an angel. Her singing has calmed beasts most ferocious, and have lulled men to a state of love, serenity, and everything in between.
  • She has twin bond with her sister, Luma, so they could just look at one another and know exactly what the other is thinking.
  • Per order of her father and The Duke, Lumi undergoes studies of all trades, from history & lore, to bartering, to diplomacy, literacy, decorum, alchemy, and even some tactical studies. Her brilliant mind truly has aptitude for all things.
  • With her gift of song is also a nimble and flexible body for dance. She takes on the artsy and more refined role as opposed to her rather brash twin.
  • Like her sister, Lumi shares extravagant beauty that makes even the strongest of wills bend to her looks.
  • A very potent diplomat, her tongue is as gold as the currency of Orbis, capable of intense persuasion, clever compromise, and alluring resolution.
  • She eats like a Dragon. Her appetite gains reputation with that of Raylof the Bear-Snapper.
  • Where she lacks in combat prowess, she makes up for in commendable defensive tactics and escapist skills.
  • She has photographic memory. The tattoo on her right arm is from a memory of a swirl painting when she was 14 years old.




BIO: Lumi Eos was born to High King Ode Eos and his wife Phota, and surprisingly, she was born a twin, sharing a womb with her sister Luma. Both were thrown into the royal bloodline of Eos, and the lavish life of not just a province ruler, but the Ruler among those rulers. Born a High Princess caused Lumi to settle into a comfortable and luxurious lifestyle, feeding into her indolent nature. She was rather keen and observant as a child, gauging an interest in the arts and the finer things. Her father gave her everything she ever wanted, but also taught the girls the importance of sacrifice and work to attain something that is beyond reach. She was the brilliant one with her head always into the abstract and greater, feeding into her intellect. Where she became willed and composed in nature, her sister became very blunt and rash. This did not stop the two from scurrying about the castle looking for some prank to pull or some secret corridors to find, no doubt Luma's ideas. Her father being the High King, he didn't have all the time in the world to tend to his twin jewels, thus they were raised mostly by their mother and the Marquis & Steward. This didn't take away any love for her father at all, as she loved him dearly. Lumi grew up the reserved-but-capable one, and upon agehood at 14, her father begin to task her with affairs of diplomacy, beneficially using her beauty AND brains to travel Orbis and make good tidings with the royal courts of other provinces. Bards begin to scribe songs and artists painting pictures of Lumi and her grace as a gesture of gratitude to the High King. Luma also was revered for her beauty. Things and life couldn't have been better for the Eos blood, fat plates, mountains of gold and rare items, and even stewards to tend to their every need, but in the wake of an unforeseen chaos...Jupiter Castle, Terra, and all of Orbis will feel the oncoming wrath of fate as history begins in a new fray. The Judgement has come upon Orbis.


Character Quote: "Fate is fixed, that doesn't mean you cannot shape your own destiny."
 
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Luma Eos
Age: 16
Height: 5'6"
Weight: 125 lbs
Occupation: Royal High Princess of Terra, Daughter of High King Ode Eos; Twin Sister of Lumi Eos.
Appearance:
sw7o1g.jpg


Aevum: "I-I have no idea what you are talking about! Neither me or my sister would be so damned!"
Pros(5): Vigorous/Sharp-Minded/Regal/Stalwart/Benevolent
Cons(5): Truculent/Haughty/Stubborn/Callous/Untrusting


Talents/Skills:
  • To match her sister's brain, Luma is the closest to brawn between them. Not as much a strong arm, more of a will to break the most tenacious, and the slight of hand to outplay even the most advantageous of cards.
  • As her sister took up the art of the mind, Luma took up the art of the body. She is a nimble swordsman with a rapier and has trained her body with the exotic Mundus dance known as the Bloom of Knives.
  • Sharing the vexing beauty of her sister's, Luma has often used it more maliciously than her twin, being able to seduce a man with the efficiency credited to demons of lust
  • A prankster since youth, Luma is quite knowledgeable of many things you'd expect a street rat to understand, not a princess. Her father still has not noticed his favorite ring is being worn on her necklace.
  • Though not as wise as her sister, Luma understands there is a time and place for anything, and will shut her mouth for once to let the wise men and women teach their lessons... not that she likes it.
  • Despite her forceful nature, Luma has soft spots for the broken and the lost, being able to assume the role of a safe space for those in need of comforting


BIO: Since her birth, Luma has always craved adventure, creating it wherever she may go through mischief and imagination. Her mind was often on expansive oceans and high mountains as her sister studied away, leaving Luma far behind in her studies. Luma's restless energies lead her mother to do a thing that left her father very perturbed, and got her tutors in the ways of blades. Phota believed that if Lumi was to be the diplomat, Luma could be a warrior, if not just a warrior of heart. She would remain forever stifled, unfortunately, as she was left at the castle as her sister left for far off lands. Luma's feet ached to travel the path of a wanderer, but her duties as a high princess left her dreams strangled. She has only recently come to accept her life the way it is, duty bound to sacrifice her dreams for her people. Her followers in Terra write songs of her strong heart, lamenting her royal cage in knowledge of their princess's stifled reveries. With judgement striking down on the world, Luma's destiny may be knocked onto a new course, this time to a greater adventure.


Character Quote: "Love is as jealous as death, and thus I will be the siren for many a man's grave."
 
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Name:
Nani Athanas

Age:
20

Sex:
Female

Height:
5'9"

Weight:
140 lbs

Occupation/Status: Farmer/Merchant in Stloctus

Appearance:
64cda6ac0d492b04cf271da680dbae0e.jpg


Aevum: "A-what-um?" (You'll see ; ) )

Pros: Adventurous, Friendly, Confident, Disciplined, Just/Fair

Cons: Clumsy, Forgetful, Complaintive/Impatient, Compulsive, Distrustful,

Talents/Skills/Hobbies:

Talented bow-woman/Sharpshooter - Growing up while envying the skills of the military drove Nani to practice archery day and night. She already possessed an incredible natural talent for it, but her dedication and training help put her up there with the most skilled.

Gardening/Green-Thumb – Speaks for itself. Nani likes to grow plants to either eat or sell and almost anything she plants/tends will grow magnificently.

Hunting – Partially due to her archery skills, Nani is also a skilled tracker and hunter which she learned in order to obtain food, pelts, and increase her bow skill.

Dancing – She won't do this in front of people unless certain that no one will notice her there, but only when hunting/shooting and dancing is she as graceful as a ballerina. She has a natural rhythm and elegant movements when accompanied by a beat and she unknowingly draws attention. Walking down the street is another story entirely.

Athletic – From hunting and training throughout her childhood, Nani is fit and toned and is capable of great stamina and feats of athleticism. Don't try to outrun this one.


More hobbies or lesser skills involve:

Singing – She's no rockstar or ensnaring siren, but Nani has a smooth, clear voice that's either soothing and sweet or strong and soulful depending on how she's singing. In another world, she'd still not get any record deals, but people like to stop and listen if she happens to be belting a tune.

Sewing – She can make clothes at the most – though it won't be top-notch.

Cooking – Needed skill in her position.


BIO:

This girl was born Nani Indigo Athanas just outside of Sola, Stloctus to two farming/merchant parents. Her father, Myron, and her mother, Evia, raised her just outside the capital of Stloctus where her family managed a small farm. There, they grow fruits, vegetables, and herbs while also hunting for food and pelts. They keep what they need and sell the rest at the market in the capital as income. From an early age, from the first moment she saw the Heavenly Rain archers, she knew that she wanted to be just like that. She wanted that skill, that grace, that magnificent ability to be so much more than just… just a girl. Nani was raised to work hard from the moment she could work – work hard and good will come. Work hard for your keep. And maintain balance. She grew up with these ideas in mind, keeping her going and keeping her working towards her goals which she had set high for herself from a young age. After all – her glory, her take-home, was the family's after all.

Day after day, she worked on her parent's farm, sold their produce, and then took any spare moment she could to perfect her skill with a bow. Years later, her "amateur" skill is unmatched by any non-military in the region. She dreams for a chance to test it against the citizens of the other provinces and prove that she's just as good as the Heavenly Rain. Not that she wants to become a member if given the opportunity, but she wants to be that good. Oddly enough, when she's not hunting or involved in the rare jig, she's incredibly clumsy and is known to trip over her own feet while just walking or even standing seemingly still. She commonly runs into walls and other objects, immobile or otherwise. This is often seen as airheadedness by her peers which poke fun at her, but she is quite underestimated. Nani is not well-educated but she's not unintelligent either and has many useful skills.

Despite that dream, she's a simple, common young woman with a simple, common life. At least for now.

Character Quote:

"One day the Heavenly Rain will be jealous of my skill instead."
OR
"Either it's supposed to be or it's not… the world balances itself without our influence. But just in case…"
 
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Rederik Valen​

eCIYex6.jpg

Age || 19 || Height || 6'1" || Weight || 169 || Occupation || Bowyer​

Aevum: Organic Mimicry

Pros:
Intelligent || Survivalist || Agile || Loyal || Dedicated​

Cons:
Too Trusting || Passive || Obsessive || Risk Taker || Failing Eye Sight​


Talents/Skills:
  • His work as a bowyer began due to once having been a hunter. From his former work he honed his survival skills having to endure days at a time away from home. Thus, he is skilled in tracking and even a bit of first aid.
  • Due to his slowly degrading eye sight, he eventually took up the profession of a bowyer to craft bows and arrows to aid other hunters in their endeavors.
  • While he isn't much of a fighter, he is still well versed in defense, mostly in the way of close quarters and hand-to-hand. He knows how to render an opponent useless without needing to resort to murder in an art that does not require an incredible amount of physical strength.
  • He is a quick study and picks up on tasks with ease.
  • He can scale a tree in under half a minute.
  • Even with his viewing distance now somewhat blurred, he can still manage to hit his target at least most of the time depending on the distance. He does not go hungry.
  • He cures his own meats and tans his own leathers. Sometimes he uses them for trade.
  • He is knowledgeable in first aid enough to patch someone up well enough to get to someone better suited to handle grievous wounds. Herbology is only a slight knowledge base, but enough to know the right ingredients for a small list of things.

Bio:
Life had always been a simple, yet fulfilling one for Rederik. Born with albanism, Rederik was given up by his birth parents and raised by a couple who found him in the woods. Lana and Horace Valen became his loving and doting parents, or at least as doting as the common folk could get in Stloctus. He took to hunting with his father rather quickly at a young age showing promise and skill with a bow. His parents often delighted in the notion that Rederik might have the chance to become one of the renown sharpshooters in the land due to his natural talent in archery. It would have surely given him a better life, but as the years continued, his vision began to decline. In a short amount of time he went from almost unnaturally skilled to mediocre with a bow, and his hopes were a bit dashed.

But he did not let his tear down his spirits, and so he sought after the next best profession in relation to the sharpshooters: bow crafting. Apprenticing under a master bowyer, Rederik turned a new leaf and took on the craft quickly, eventually designing bows and crafting arrows of his own. While he is not the best at his aim, his memory still serves him to provide local hunters with a few pointers. Knowing that he can aid in someone's success continues the fulfillment in his life, and so, before The Judgement, Rederik found himself a content man.


"We all have our part to play."

 
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@Effervescent
Well then.... Shall our charas know each other then? lol
 
@Effervescent
Well then.... Shall our charas know each other then? lol
They definitely could. Does your sharpshooter need a finely crafted, custom bow to her liking?

How do we know when/if our CSs are approved?
 
They definitely could. Does your sharpshooter need a finely crafted, custom bow to her liking?

How do we know when/if our CSs are approved?

Yus! She does! And she would have gone to a bowyer for it instead of making one herself. I could even see them like growing up shooting together or something - they're like the same age.
 
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Yus! She does! And she would have gone to a bowyer for it instead of making one herself. I could even see them like growing up shooting together or something - they're like the same age.
I love that idea!
 
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@SoleStride your appearance link leads to a page full of art, I don't know which is supposed to be Nani.
 
@SoleStride your appearance link leads to a page full of art, I don't know which is supposed to be Nani.
Sorry. I'm at work and it won't let me bring up a singular image on this computer. That link is for me to find the piece again when I get home so I can single out the image I want. I'll fix it after work.
 
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Name: Victos Cirion

Age: 19

Height: 6'1"

Weight: 168 lbs

Occupation/Status: Formerly a bird-trapper in Nomos, now a full-time vagrant.

Appearance: Victos

Aevum: "Unbelievable, right? You think that's cool? Check this out..."

Pros: Highly Perceptive. Deeply Compassionate. Perpetually Curious. Personable. Idealistic.

Cons: Impractical. Wasteful. Avoids Responsibility. Lacks Decorum. Greedy.

Talents/Skills:

Mountaineer: Years of shirking his responsibilities in favor of exploring hidden crevasses, caves, and mountain peaks have left Victos with the uncanny ability to scale most any vertical surface regardless of weather conditions, or surface material. He keeps a length of coiled rope, as well as a trusty two-pronged hook, at his belt at all times for this purpose.

Trapper: Victos can prepare snares for small game with an emphasis on birds in particular, as this was his job before being kicked out of his home. It's a useful skill when attempting to find food regardless of where in the world he finds himself .

Small Arms: Victos was never as good as his older brothers when it came to the art of the bow, or long-sword. Instead, he wields a leaf-blade short sword he's affectionately dubbed "Eva", as well as a small buckler shield on his left arm that he uses to not only deflect incoming attacks, but also set up counter-attacks as well. Given his dexterous nature, he will engage fighters with evasive tactics until he has used his uncanny perception to identify possible weaknesses. Given the light nature of his armor, and lack of true combat training, Victos will attempt to avoid violence, and will often prefer to run from an enemy unless he has backup, or an advantageous plan.

BIO:

Victos Cirion was born nineteen years ago in a small border village between Nomos and Medium. The townspeople called the place Windshearth, but given their settlement was naught but a cluster of heavy patch-work tents encircling a bonfire or two, they were often left off the common maps. As a result, few outsiders ever breached their small locale, but when the odd traveler did so, they were met with an exceptionally warm show of hospitality. Given their close and elevated proximity to the province of Medium, Victos spent a lot of his youth staring out across the skies towards the icy valleys, and snow-stricken plains of his neighbors, and would eagerly await any traveler coming from that way.

It was through these infrequent visits from travelers that he heard stories of the world, and the treasures an secrets to be found in forgotten ruins and myth-age structures deep within the earth. The desire to escape his home in pursuit of the unknown never left him, and as he grew into adulthood, he became more and more obsessed with exploration. Unfortunately, it was neither the way of his people, nor his family. His father, Boratus, was a well respected merchant specializing in hides and feathered goods. The hides came mainly from the sturdy mountain goats and rams that could make it to such altitudes, but the occasional cave bear or wayward stag were not unheard of.

Victos's oldest brother, Hearn, was an excellent archer and oft brought back stacks upon stacks of tanned hides. From a young age, it was clear Hearn would succeed his father in keeping his family's store intact, and this made Boratus proud indeed. His second-oldest brother, Moarth, was not much of a hunter, but he was born brutishly strong and grew into a long sword with ease. At sixteen, he left for a long pilgrimage to Highwind to enroll in their military force. Given the heavy regulation of the province, he would find success shortly thereafter.

Victos had no such abilities. He trapped birds for his father as he had neither the desire nor skill to hunt larger game, and even then he was more fond of climbing and swinging across cliff-sides in search of treasures than he was in bird-hunting. Unfortunately, in such a hardy climate, their people had neither the time nor resources to waste on someone perceived to be dead-weight, and when he was eighteen, his father outfitted him with a short-sword, a set of clothes, and a meager amount of coin before banishing him from Windshearth. It was no surprise as the relationship between the two had soured after Victos's mother died, and despite Hearn's best efforts to keep his little brother afloat, it was not meant to be.

Victos was instructed to not return until he had found a way to provide for himself in a useful and practical occupation. At the time, Victos saw this banishment as not only a betrayal, but a pathetic attempt by his father to rationalize abandoning him. However, in the year of travel and adventure that followed, Victos began to realize his banishment was a blessing in disguise, and spent his time searching for knowledge about the world wherever he could find it.


Character Quote: "Whether it be by God, fate, or something else entirely, I finally have the means to uncover the real secrets of Orbis. Who knows? Maybe I'll find something so good, they'll have to let me come back... As if I'm ever going back there."
 
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Name: Erin Valoren

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(Under the shroud)

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Age: 19

Height: 5'10"

Weight: 182lbs

Occupation/Status: Snow Clan Agent

Aevum: "What in the hell is that?"

Pros(5): Strong-Willed - Dexterous - Knowledgeable - Seasoned Traveler - Sly
Cons(5): Dangerous - Deceitful - Power Hungry - Silver Tongue - Manipulative

Talents/Skills:
- A skilled assassin, Erin is well versed in the art of stealth. He can take down his foes quickly and with precision.
- Dabbles lightly in the art of explosives. He can make light flammables and bombs, usually from alcohol since that is the easiest material to get a hold of.
- His training with the Snow Clan (whom he still keeps in contact with) has made him quick on his feet, and strong. He can lift, pull, and push 1.3x his bodyweight (237 lbs)
- Owns a detailed map of Medium, as well as secret trails upon that map that lead to various other provinces
- Erin's charismatic nature allows him to pierce the hearts of many, USUALLY getting them to do what he wants. If not, he resorts to more heinous means, like interrogation
- Gale, a messenger bird that visits him monthly. It is through this bird that he sends reports to the Snow Clan, for means of possible expansions, raids, etc


BIO: Born out of wedlock, Erin was abandoned on a snow slope not too far outside the capitol city of Medium. His mother could not live with the shame of adultery, so she attempted to dispose of the only proof of her misdeed - a young baby boy. Cries rattled throughout the day and night, until a peculiar fellow happened upon the babe. A man draped in dark cloth with no other noticeable features besides the grin on his face grabbed up the baby from the snow, before venturing deeper into the cool night. It was in this location where Erin lived out most of his life, associating with individuals that most sane people would not - The Snow Clan. As soon as he came of age, he was subjected to strenuous activities. Everyday was a routine - physical torment, followed by lessons in the art of killing and thievery, and lastly, a small meal. He was not allowed to eat in large amounts until he "graduated" and became an actual agent. At the age of 18, it was determined that he would be a cartographer, or map maker. This gave him a good cover for his actual profession, and also allowed him to venture around without someone on his tail at all times.

Character Quote: "Of course, I'll assist you with whatever you need! As long as you do something for me in return later..."
 
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Delphia Traine
|| 26 || 5'6" (168 cm) || 142 lbs (65 kg) || Fisherwoman || Mare ||

Aevum: "I have no idea what you're talking about. Now go away, I have work to do."
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PERSONALITY
Pros​
  1. Determined - Delphia will stop at nothing to achieve her goals; whether this makes her foolish or wise has yet to be determined.​
  2. Savvy - She's well-versed in the ways of the world, especially given her relatively young age. She has a sharp eye for swindlers and the like.​
  3. Loyal - When someone earns her trust and respect, she will be eternally loyal to them--probably unto death but that sentiment has yet to be tested. If they were to break her trust, however...​
  4. Logical - She favors logic above all else, giving little stock to myth and legend. She prefers focusing on the present so as to secure her future; the past is merely a lesson to learn from, not the fairytales they try to tell you.​
  5. Honest - She's the last person to tell a lie, even under pressure. She doesn't tolerate liars, and she'd be damned if someone caught her in a lie of her own. That being said, she's not above witholding the truth.​
Cons​
  1. Obsessive - While her determination doesn't usually get her in trouble, that is not always the case. Quite a few times, her will to succeed has turned into obsession, to the point where even the prospect of a doomed enterprise could not stop her.​
  2. Distrusting/Pessimistic - She has a natural inclination to assume the worst in people. Granted, the sentiment has saved her skin in the past, but normally it boils down to pessimism bordering on paranoia.​
  3. Sardonic/Cynical - Going hand-in-hand with her pessimistic viewpoint, she can be rather cynical with her words and has little patience for the particularly cheerful.​
  4. Blunt - She will tell you how it is, regardless of your feelings on the matter. She'll only withhold her cynical truths if it is less than profitable to do otherwise. She's lost some customers with this particular trait of hers.​
  5. Vengeful - Trust is hard to win and easy to lose with Delphia. She rarely cares long-term if someone she already distrusts does something to spite her. However, if you were someone she trusted, you can be sure she'll hold a long, vicious grudge. Better hope you don't cross paths.​
TALENTS/SKILLS​
  • She has been fishing all manner of marine creatures since she was a child and has since made quite a name for herself even amongst the fishermen of Mare.​
  • Having an apothecary for a mother, she had a fair amount of training in medicinal herbs and patching up wounds. She can treat illness and minor injury in a heartbeat, but fatal wounds and the like would be a stretch (though she could possibly manage it, depending).​
  • Along with fishing, she is an adept sailor in her own right, thanks to her father.​
  • She is arguably self-sufficient, having provided for herself since late adolescence. As such, she knows how to manage currency and keep herself from running out of personal resource.​
  • Given her occupation, she is well-muscled and would fair well in a fight that might otherwise be stacked against her (not that she's had experience with that sort of thing, of course).​
  • Her hands-on knowledge of the world makes it difficult to deceive her, especially in regards to money or resources. Furthermore, she's rather known for her gift in haggling.​
  • Naturally, she knows how to cook meat--mostly fish, but she's learned along the way how to cook other common meats.​
  • Though certainly not a talent or skill, it should be noted that her relative education is rather weak. She can read, write, and take on basic math, but she has little knowledge of written history and lore beyond what she's heard.​
[/hr]

BIOGRAPHY

Born and raised in one of the many port towns in Mare, she began learning her father's trade (fishing) from an early age. Her mother, an apothecary, tried hard to convert her daughter to the wonders of medicine, but it was to little avail. Still, Delphia retained much of what her mother tried to teach her, and it has helped her throughout the years. The family lived in relative happiness, having enough money to live comfortably enough. As she grew older, she grew in skill as a fisherwoman and sailor, having a natural talent for both. Nothing could keep her from the water, not even a bout of sickness (much to her mother's discontent).

Things were well and good those first years of her life until tragedy struck, predictably. A fire, of all things, burned down her home, her livelihood, and her parents worst of all. At the cusp of proper adulthood, she was far too old to be taken in, and she quickly learned that she would have to stand on her own two feet. Packing up what she could salvage, she headed for one of the larger port towns known for its difficult catches but profitable exports. She has since made a name for herself there as an avid fisherwoman and sailor, being part of an arguably small but famously skilled crew under the "command" (after all, it's not a pirate ship) of an old and rather jaded woman much like Delphia herself.

Since her time in the port town, she's been known for many different things. She's become rather adept at haggling, able to get a price down to the lowest it probably will ever go (when she's the buyer, anyways). She doesn't swindle, per se, but makes use of her obvious charm (or perhaps her forcefully persuasive personality). Over the years, she's managed to piss off some people, but she's usually gotten it resolved through a bit of scrappy fighting. She fights to win, not the other way around. And that's the way it has been ever since her parents died.
[/hr]

"You've probably noticed that I'm less than orthodox; I've learned the boundaries of human expectation are slightly less worthwhile to me than your empty pockets. Now move along if you're just going to waste my time."[/hr]​
 
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