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Dusk

the eye of the beholder
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  2. Not accepting invites at this time
Posting Speed
  1. One post per day
  2. Multiple posts per week
  3. 1-3 posts per week
  4. One post per week
  5. Slow As Molasses
Online Availability
Most days, most hours
Writing Levels
  1. Elementary
  2. Intermediate
  3. Adept
  4. Advanced
  5. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Nonbinary
  4. Agender
  5. Primarily Prefer Male
  6. No Preferences
Genres
Adventure. Angels and demons. Apocalyptic. Arthurian. Comedy. Dystopian. Fantasy. Historical. Horror. Post-apocalyptic. Romance. Science fiction. Supernatural.
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Out of Character Thread
In Character Thread
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This thread is for accepted characters only.
Please post application sheets in the OOC.

Character Spreadsheet
(Contains Detailed Information)

Character Directory:

Active:
Lauchlan Harcourt // DinoFeather
Sadira Bάhir & Lotus // DinoFeather
Anzo // Mite
Wicker // Mite
Mihai // Dipper
Ansley Norcott //FrostedCaramel
Karhu // Lethe
Ludivine Lachance //Jehuti
Jone of Black Wynnick // malina

Inactive:
Kwirkel Turdic // Cerulean
Lareira Decseras // E.T.
Jericho Swain // Tyrannosaurus Rekt
Rayn Mormont // MYTH*
Hlynn // Niiwa
Shereen El-Hashem // Gladis
 
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Lauchlan Harcourt
Human| Male | Thirty-Five | Ranger | Neutral​
Ranger
(Warrior/Archer)
Rangers are adept hunters and trackers who are comfortable calling the wilderness their home. They are, first and foremost, survivalists that understand how to live off the land and seldom rely on the comforts provided by civilization. Rangers are often highly independent individuals, many of whom prefer a solitary lifestyle of hunting marks outside of a city's walls. Some double as guides, accompanying travelers through unfamiliar or dangerous terrain to make their living. Rangers generally harbour a deep respect for the natural world as they understand both the wonders and the dangers it holds.

Appearance
Tall and broad-shouldered, Lauchlan's body is shaped from years of physical labour and combat, giving him a rather intimidating appearance. He generally sports apparel that suggests he hails from the northern lands, and keeps his face mostly obscured under a hood, covering raven hair and icy blue eyes. With chiseled features and high cheekbones, he may once have been considered handsome, though a plethora of scars now mar his body and face. While some are cleanly sealed lines, many of the older marks are jagged and stand livid against his skin, the marks of an inexperienced healer and rough stitching. (6'3" - 215lbs)

Personality
Somewhat reserved, Lauchlan prefers his own company-- at least until he gets to know someone and even then he can be sore-pressed to linger around more than a handful of people. While he may come across as aloof or removed, it's more shyness than stoicism. He generally shows little in the way to suggest that he is affected by much of anything and is often the one to do the job no one else will take. He is a rather resolute being and refuses to let obstacles hinder him, always getting up one time more than he's knocked down. Not surprisingly, he can be a stubborn individual, particularly when it comes to putting others before himself. While he isn't usually outspoken, he will not stand to see any cruelty or injustices inflicted upon others. Nothing sparks a temper in him faster than seeing a mage targeted simply for being such-- though he will stand up for most anyone he sees facing discrimination.

Biography
Born to a single mother in Norboro's far north, Lauchlan and his twin sister, Lorelei, became well-versed in caring for themselves at a young age. With an ailing mother and no father to help support the small family, they were reliant on the kindness of other villagers to get them through the long, cold months. When resources are low, however, kindness does not last. By the time he was seven, Lauchlan had taught himself to track and fish by watching others from the small village, while Lorelei did her best to care for their sickly mother. When Lauchlan wasn't learning to hunt and fish, he did whatever he could around the village in exchange for bread and various small goods to help them get by. Despite her failing health, their mother would read to them the few old books they had, teaching them letters and words during the long, dark nights of winter.


[imga]http://i.imgur.com/Hx6DC9t.png[/imga]Time, inevitably, took its toll.

When they were nine, their mother passed away, leaving the siblings to the mercy of the villagers. There had always been talk about them, children of an unmarried mother from a strange land, but they were permitted to stay so long as they did not expect handouts. Lauchlan continued to work odd jobs and hunt while Lorelei concocted and sold simples and health draughts she'd learned to make for their mother while trying to maintain their small home. It was difficult, but they managed to make it through another savage winter.

That spring, Lorelei's powers began to manifest. It started small-- instances here and there, until the girl managed to heal the broken wing of a bird she'd found in the snow. Lorelei wanted to hide her abilities, never use them and stay where they had a home, but Lauchlan feared she would be found out. Knowing the punishment for magic use was death, Lauchlan convinced her to leave their home and travel south.

The journey south was grueling, but together they endured until they had reached Kalico. During their journey, Lorelei had decided to use her magic to pursue the healing arts and they had heard talk of Kalico's arcanium, where she hoped to study.

For two years, the siblings worked to eke out a living in the city streets, doing whatever was necessary to survive. Odd jobs earned little money, however, and the small income they managed to secure was put toward the entrance fee into the arcanium-- though it soon became clear they would never have enough to make the payments. After much inquiry, Lorelei managed to find an old healer in Kalico's outskirts who was willing to teach her for a small fee. Since she had few people to practice on, most of her healing was practiced on her brother, who had begun illegally pit-fighting to earn a bit of extra money. The wounds he often received gave her ample opportunity to practice her healing-- though an inexperienced hand left him with partially-healed wounds that often scarred. By the time he was sixteen, Lauchlan had found a niche job in fighting, supplemented with taking occasional jobs as a travel guide outside of the city.

As his skill in combat increased, so too did his sister's magical prowess. By the time they had reached their twenty-second year, they had saved enough for Lorelei to open a small shop where she could offer her services as a healer.

Opting to settle in the northern outskirts of the city, the twins had finally found a comfortable life. Lorelei didn't necessarily approve of her brother's involvement in illegal fights and Lauchlan began working almost exclusively as a guide and hunstman, having garnered enough of a reputation to have steady clients.

Unfortunately, their success wasn't to be.

Upon returning to their shop after a long journey with a group of travelers, Lauchlan found that it had been ransacked and burnt to the ground-- with Lorelei still inside. A group of mage-hunters had gotten wind of a mage practicing outside an arcanium and had attacked their home. By the time Lauchlan had returned to the city, the hunters were long gone. Unable to track them down and unable to take any sort of vengeance on his sister's killers, Lauchlan fell into despair, ultimately leaving Kalico.

The passing years saw Lauchlan living in the wilds as a nomad, trying to outrun a sense of guilt and anger, and taking jobs wherever possible to keep his mind occupied. Despite his best efforts to avoid large cities, a contract eventually led him into the heart of Morcrest, where he became acquainted with Akard's mission toward uniting Ellira. In hope of finding a deeper purpose, Lauchlan made inquiry with the King's Wardens and was accepted into their ranks where he has served the past two years.

Equipment
On his person:
Leather armor
Winter furs (doubles as a blanket or bedroll; packed in warm weather)
Bearded axe
Shortbow
Hunting knife
Waterskin
Quiver
+ 15 arrows
Large canvas pack

In his pack:
Rope
Flint
Whetstone
Hand axe
Climbing picks
Spare fletching
Two days' rations
Herbal salve
Pine resin
Curved bone suture needle and flax thread
Small, worn book
Small brooch with crest
Strengths
Physical Prowess
- Physically strong, has good endurance and stamina, relatively agile for his size; can take a beating

Hand-to-hand Combat
- Proficient with a weapon or unarmed; competent brawler but prefers a weapon

Archery
- Adept archer; can make arrows if supplies and time are available

Tenacious
- Does not give up; a survivor; resilient

Hunter/Tracker
- Capable of tracking, hunting, and dressing game; prefers forests and wilderness to cities

Basic Self-Care
- Capable of cleaning and sewing (most of) his own wounds; limited knowledge of medicinal plants

Literate
- Can read and (kind of) write the common tongue; speaks bits of the Northern language
Weaknesses

Heavy Weapon
- Reliant on strength over speed in combat; requires more time to strike; leaves him vulnerable for longer than a smaller weapon would; disadvantaged against faster opponents

Stubborn
- Puts most everyone and everything before himself; frequently pushes himself too far; would rather suffer silently than ask for help

Heat Intolerant
- Does not do well in heat; lowered endurance in high temperatures

Limited Social Skills
- Uncomfortable in crowds and dislikes cities; often unsure of what to say or when to say it; can be overly blunt

Politically Ignorant
- Has virtually no knowledge of politics and governments; knows little of the general state of Elliria

Motion Sickness
- Does not do well on horseback, on ships, or in carts/wagons; extreme dizziness and headaches
Notes
- While he is neutral, he is very anti-discrimination and will defend either side in question.

- Has been with the Wardens for two years

- No Lannister
Music

Art

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Lovely art by @BruisedLavender


 
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Sadira Bάhir
Human | Male | Twenty-Seven| Sorcerer and Scholar | Neutral

Appearance
Sadira is a relatively small individual, far and away from being imposing or physically impressive. His slim frame is usually draped in fine linen clothing, often white, that is largely reminiscent of Sotese fashion. Depending upon the occasion or task at hand, he may or not be wearing customary jewelry, consisting of plated necklaces, bangles, and earrings. He is seldom seen without a signet ring, bearing his family's emblem, on his right hand. Like many of the upper class Sotese, Sadira has a caramel-coloured complexion and fine, straight features. As is common in his family, he has amber eyes and blond hair so pale that it's nearly white. He can usually be seen wearing an easy, smiling expression-- often with a quill tucked behind one ear. (5'9" - 150lbs)

Personality
Light-hearted and good-humoured, Sadira is an agreeable individual that puts forth a genuine effort to be considerate of others. Well-educated and loquacious, he is given to social graces and deals well with company of all sorts. Despite being raised in wealth, he holds no prejudiced views of those less fortunate than he. In fact, Sadira has a bit of a bleeding heart and can get distracted by a desire to help-- only to become dejected or discouraged when he feels there is little he can do. He is quick to offer assistance, be it coin, food, or friendship-- but having never experienced true hardship he may, at times, come across as pitying though it is not his intent. He suffers from insatiable curiosity and likes to know how the world around him works. Sadira is also driven by a desire to learn more about the world beyond Elliria, hoping one day to walk unknown lands. While he would gladly wander the continent in his studies, he is held back by Sotis. Apart from his love of learning, Sadira is opposed to slavery and cannot rest in good conscience knowing his homeland still upholds such a practice when there is a chance of betterment.

Biography
The son of a Marquess, Sadira was born into luxury and has lived a charmed life in comparison to most. His father, Ruslan Bάhir, oversees the Province of Sandris, managing trade brought in via river. Bάhir is a well-established name in the Republic of Sotis, stretching back through many generations of successful merchants of fine textiles and spices.
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As the only son of Ruslan Bάhir, many hopes were placed on Sadira becoming the next Marquess of the Province of Sandris. Unlike his sisters, however, Sadira took no interest in the title or trade. From a young age, he was an incurable dreamer possessed by a love of the world and the heavens. His father could no more convince him to learn ledgers than he could a rock to speak and the family eventually gave in to getting the boy an advanced tutor to further his education of the known world (in addition to his general Sotese studies).

In his ninth year, Sadira began to develop unusual abilities and soon realized that he possessed the gift of magic. Not wishing their son to enter an arcanium, his parents selected a rather severe Artanese woman as a live-in mentor for the boy. When Sadira wasn't buried in his studies, he was practicing magic and honing his abilities as an emerging mage under the watchful eye of his mentor. With her guidance, Sadira's skills developed quickly, leaving his parents and sisters proud of the boy they had once seen as nothing more than a day-dreamer. Of course, his developing skill as a mage and his continued interest in academics and travel made it all the more obvious that he would not be vying for his father's position, but his parents chose to support the path their son had chosen.

Knowing that their son desired to travel, Sadira's parents presented the eleven-year-old with a fledgeling griffin for his first coming of age celebration. Sadira was instantly smitten with the little griffin, whom he named Lotus, and the two became fast friends.

As a continuation of the celebration, the Bάhir family upheld the tradition of spectating a gladiator battle at the Grand Arena. Before that time, Sadira had never truly considered what slavery meant. His family had always treated their servants well and his own naiveté had kept him blind, but seeing people forced to into such unspeakable violence came as a shock to the boy and he left the Arena in tears and shaken to the core.

His parents tried to console him with explanations of Sotese superiority, particularly over the animalistic inguz who so often fought in the arenas, but Sadira could not be content with such answers. He could not easily forget the violence and cruelty he had witnessed and he wanted to play no part in it. Conveying this to his parents was difficult, though he was pleased to learn that two of his sisters shared a similar dislike for the practice. There was, however, little that children could do about it.

As time pressed on, Sadira began talking to the family servants about their lives before slavery. The more he learned, the more the thought of people being pulled from their lives and families turned his stomach-- yet, he felt there was little he could do to help-- and he tried to keep his focus on his studies, his magic, and on training with Lotus.

Still, it was hard to put such a thing fully from his mind.

By the time Sadira had reached his final coming of age celebration at seventeen, he was ready to leave Sotis and explore the wider world. Being of a respectable name and having ample coin, Sadira was able to easily travel through to the heart of Artana, where he began a new period of study under a seasoned mage. While the work was enlightening and he learned much, Sadira realized that he could hardly be happy in Artana, as they too kept numerous slaves.

Setting his sights farther north, Sadira continued on his journey with Lotus, stopping at various arcaniums and guilds, occasionally staying for a time to further his magical training or his overall education. He often worked as a scrivener in exchange for lodging or various necessities, but was still able to fall back on the monetary support of his family when needed.

One particular excursion with a small caravan led the wandering duo to the kingdom of Morcrest, where Sadira first heard talk of King Akard and his vision for Elliria. Enamored with the potential of ending what he found to be a barbaric practice, Sadira sought audience with the King, hoping he might, in some small way, be of assistance to his cause.

Mana and Spells

Mana Pool - Medium

Offensive (Major)
+ Air Current -- creates a forceful stream of air capable of lifting, throwing, or knocking back objects or opponents
+ Fire Blast -- conjures a burst of flames that can be directed (as a blast) or thrown (as a fireball)
+ Windstorm -- summons gale force winds, often in the form of a cyclone; sustained spell that uses mana while the spell is active; cannot be maintained for longer than one minute; likely results in unconsciousness from mana drain

Illusional
+ Ghost Lights -- produces small orbs of white-blue flame that hover where placed; can be held in the palm of the hand without burning
+ Mirage -- distorts a target's perception of their surroundings

Defensive
+ Negate -- calls forth a protective aura of arcane energy; can repel magical and physical damage for a brief time; helpful against projectiles; heavy attacks from large weapons or strong spells can dispel somewhat quicker, though it varies from case to case

Restorative
+ Effervesce -- speeds healing of wounds and gives the target a boost in morale and mood; most effective on minor wounds


Equipment
On his person:
Waterskin
Signet Ring
Linen clothing (no armour)
Small satchel containing:
  • small book, partially filled with writing
  • quill
  • small ink bottle
  • few pieces of dried fruit


On Lotus:
Riding straps and pad
Spear mount and spear (fishing)
Twin leather saddle bags containing:
  • Extra parchment and quills
  • Ink bottle
  • Sealing wax
  • Cross staff, quadrant, and dioptra
  • Self-penned star chart
  • Two separate maps of the Known World
  • Change of clothing
  • Winter cloak
  • Dried, salted fish
  • Small knife (food prep)
  • Small spice pouch
    • Anise seeds, cinnamon, and dried saffron
  • Coin pouch
    • Undisclosed amount
  • Sachet of medicinal herbs to aid headaches
    • Willow bark and feverfew
  • Small pouch containing henna powder
  • Small, ornate kohl pot with carved bone applicator
  • Small, decorative mirror (reflecting glass set in gold)
Strengths
Educated
- Broad knowledge of various subjects studied in various regions, namely sciences and the arts; informed about the state of Elliria

Multilingual
- Fluent in Common Tongue, Southern Tongue, and Old Tongue; basic Dwarven (spoken); broken Northern Tongue (spoken)

Personable
- Amiable and friendly; he gets on well with most people he meets and is good at making friends

Status
- Wealthy with a recognized, respectable name, especially in the southern regions; has the monetary power to back his ventures

Fast Thinker
- Can often solve problems very quickly, even in dire situations; quick response and reaction time

Adept Swimmer
- Familiar with swimming in rivers and the sea; comfortable in the water; can hold his breath a fair amount of time

Heat Tolerant
- Adores hot weather and warm climates; is seldom bothered by any intensity of warmer weather
Weaknesses

No Weapons Training
- has no training in weapon use; spear is used solely for fishing (and show)

Unskilled in Physical Combat
- very little knowledge of physical combat; no practical experience or formal training

Limited Physical Strength
- has a slim frame and little muscle; easy to physically overpower

Easily Discouraged
- well-intentioned, but can become discouraged by feeling helpless; tends to wander away from issues that deter him

Sotese Wealth
- double-edged blade; frowned upon by many due to vast Sotese slave trade; premature assumptions made about him

Susceptible to Cold
- does not tolerate cold climates well; needs to be heavily clothed to endure colder temperatures

Prone to Headaches
- suffers from relatively frequent headaches that often seem to correlate with his mana use
Notes
- Has been with the Wardens for three months
- Predominantly eats fish; he will eat meat if no other options are available, but prefers not to
Music



Lotus
Sotese Griffin | Female | Sixteen | Mount​


Species and Appearance
Desert Griffin is the common name given to the two species of griffin native to the southern and more arid regions of Elliria. The name is a bit of a misnomer, however, as both species also inhabit plains and grasslands. The two species are the desert eagle griffin, commonly called the Southern griffin, and the desert vulture griffin, commonly called the Sotese griffin. Both species can be found as far north as the middle regions of Osigon.

The Sotese griffin is easily identifiable by its distinctive yellow face, white coat and plumage, and dark flight feathers. When they are not in the care of a rider or breeder, their coat is often darkened with sand and dirt, giving them a brownish appearance. The Sotese griffin is a comparably small griffin, light-bodied and agile.

Male Sotese griffins reach a mature size of about 4.5-5' at the shoulder with an 11-13' wingspan, weighing approximately 200lbs; females are slightly larger at about 5-5.5' at the shoulder with a 12-14' wingspan, weighing up to 225lbs. Their average lifespan ranges from 25-35 years in the wild and 35-50 in captivity.

They are fast animals and can reach speeds up to 65mph on land (sprinting) and 175mph in flight (diving). Their average land speed is 35mph, while their average flight speed is around 70 mph while traveling. Most commonly, Sotese griffins will slowly soar on thermal updrafts to conserve energy during hunting, making wide arcs around an area to scout for food.

[imga]http://i.imgur.com/Grxt9Ml.png[/imga]Because they are slimmer than most species of griffin, the cannot carry terribly heavy weights or over-large riders.

They possess keen eyesight but have a very weak sense of smell and rely on their vision for hunting. They are primarily opportunistic feeders, often eating carrion and sometimes select vegetation, but they are capable of hunting and prefer to run larger prey to exhaustion before making a kill. They are only somewhat social animals and often live in a mated pair with great distances between territories.

They are highly intelligent animals but are notoriously difficult to train due to their resistant and rather obstinate behaviour if they happen to dislike their rider. If they are trained and paired with a rider they like, they make incredibly loyal and intuitive companions.

Personality

She wants nothing more than to ruin your day.
 
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The Great, The Grand, The Giant
52 | Male | Human | Anti-Magic​

Time with the Wardens
8 years

Class
Juggernaut (Warrior-Warrior)
[spacer]A walking fortress, the Juggernaut is an unstoppable mass of metal. Completely forgoing speed and agility in exchange for the strongest armor and heaviest weapons, Juggernauts must be exceptionally large, strong, and hardy; They need strength to use their armaments and stamina to keep using them. Though weak against magic as their large size and slow speed make them embarrassingly easy targets, they are unmatched in melee combat. Unfortunately, most smart enemies will quickly learn that they can just outrun the Juggernaut and escape to fight another day. The dumb and slow ones, however, never get to fight again.[/spacer][spacer]In short: They are exceptionally slow, but overwhelmingly powerful guardians. They can easily defend an area and slay any who stray too near too long, but magic is their bane.[/spacer]
Equipment
Unicorn Helmet
Anzo is never seen without wearing one of his iconic, single-horned helmets, and he tries his damnedest to keep it that way. Anzo believes if someone were to see his face and realize he was just as mortal as they were, the legend of the giant knight would fall.
Giant's Armor
Anzo is far larger than most men, and as such his armor is required to be custom made. He is not frugal when it comes to his armor; Anzo spends extra on his custom suits to reinforce them and ensure their durability. The resulting outfit is a massive, heavy suit of metal plates that Anzo boasts as impenetrable. Whether it is or isn't, the outfit is indeed far stronger (and far, far heavier) than any other suits of armor sported by his peers.
Large Armaments
Anzo isn't as fussy with his weapons as he is his armor, and he's willing to just grab any large weapon to use himself. Anzo prefers using a shield and a weapon (some two-handed weapons can often be wielded with one hand by Anzo). Anzo is mostly trained to use swords, axes, and polearms, but any large object swung hard enough is a deadly weapon in Anzo's hands.
Gear
With the Warden's funds coupled with Anzo's renown and strength, Anzo can find, purchase, and carry a hundred pounds worth of gear on his back without much difficulty. Unfortunately, Anzo's large appetite requires half of the gear to be food rations for any travelling he would be doing.

Spells
N/A

Strengths
  • Renowned—Anzo didn't spend his prime quietly. For better or worse, many people know of Anzo the Great, the Grand, and the Giant.
  • Powerful—Anzo isn't just considered "strong," his overwhelming strength plays many a part in all his tales and stories.
  • Tolerance of Race—To Anzo, all women are just as soft and all men just as annoying.
  • Stalwart—Anzo may not have the speed and grace of those around him, but his stamina is almost inhuman. A battle of attrition is a battle Anzo will win.
  • Experienced—Anzo is a man of experience; he has many scars and stories he bears with pride, and just as many with shame.
Weaknesses
  • Sluggish—Even though Anzo can keep a constant pace longer than any other, he will still be at the back of any pack.
  • Old Knight—The years are catching up to Anzo, and he isn't as fast or as flexible as he used to be.
  • Intolerance of Magic—Magic is a weapon and a curse. Though people can perform awesome rituals and wondrous miracles, it is still a weapons more dangerous and self-destructive than any blade.
  • Conceit—Anzo is drunk off his own renown and though he doesn't think himself invincible, he does overestimate himself frequently. It may also just be him forgetting his age.
  • Footman—Anzo would do much better in a cart than on a poor animal's back. Though a strong mount may carry him through combat, no animal would enjoy carrying him longer than an hour.
Appearance
[spacer]"Big" would be the first word that comes to mind when first seeing Anzo; A giant of a man standing over 2.4 meters (over 6'8") tall and weighing in over 140 kgs (300+ lbs) of muscle even without his heavy armor, it is enough to make one wonder if it really is a human under that suit of armor. That is the way Anzo likes it; Refusing to take off his helmet, Anzo wishes to be seen as a symbol or an unyielding wall than as a person one can relate to. However, he is quite willing to take off his other attire, even if situations don't demand such actions…[/spacer][spacer]His frame is muscular and stocky, with shoulders that could carry a person or two and limbs comparable to small trees. His body hair is a greying brown color, and it is presumed to be the same color on his head. His most characteristic feature is how his thunderous voice is able to travel so far so easily, even from underneath his helmet.[/spacer]
Personality
[spacer]Anzo's personality can be described in two flavors:
Boisterous, Loud, Exuberant, Rambunctious… Any of those terms could fit the good-humored, pleasure-seeking side of Anzo. An amiable and easily excitable person, Anzo's simple honesty and confidence in himself allows him to (persistently) pursue a friendship with anyone. Anzo does have a soft spot for fine food, fine wine, and fine women![/spacer][spacer]Honorable, Chivalrous, Gallant, Magnanimous… These terms may fit the knightly, cordial side of Anzo. Noble and compassionate, Anzo seeks justice and fairness in all things and is unafraid of twisting his rules as long as the heart of it remains unchanged. With this personal and flexible justice leading his way, his will and mental fortitude are impregnable fortresses. That, or he's just a stubborn old man who doesn't know when to quit.[/spacer][spacer]In both cases, Anzo's amiable character is one that leaves an impression, and his intimidating physical body helps support his larger-than-life aura. Ever cheerful, ever optimistic, and ever laughing, Anzo tries to being a dependable and trustworthy fortress that will always be able to support everyone.[/spacer]
Biography
[spacer]Before the King's Wardens, Anzo was the poster boy for the rather well-known (at least during 937-941) mercenary band known as the "Mountain Giant's Company" who operated in central Elliria. Back then, Anzo was a northern barbarian that went by the moniker "the Giant." The Company was lead by a spiteful Lupine Inguz who thoroughly enjoyed fighting against the trained soldiers of Etvia, Kalico, or Morcrest. Although the people in the company got along well enough with each other, they had a fearsome reputation as being savage hunters of other companies; they did not play well with other mercenary bands and were not above blatantly fighting any others they met, regardless of whether they were contracted or not.[/spacer][spacer]Anzo's story starts at the end of the Mountain Giant's Company. Undefeated in combat with other mercenary bands, the group grew arrogant. The Lupine leader accepted a suicidal contract and the company joined the now fallen nation of Amicyre in a battle against Morcrest. The group was split apart and its members slain one-by-one. But the poster boy of the Mountain Giants fought savagely and pierced deeply through the army's ranks. In recognition of his fighting spirit and talent, a Morcrest officer allowed the poster boy to duel him. The officer's name was Anzo, and he was an aged warrior. The duel lasted for an entire evening, and finally the King of Morcrest himself, King Higard II, witnessed the fight. As soon as the sun had set, the last surviving member of the Mountain Giant's Company struck down a Mocrest officer before the entire Morcrest army. They were evenly matched in talent and prowess, but the officer's age outweighed his experience in the end.[/spacer][spacer]However, it would not do for a Morcrest knight and officer to be slain by a faceless brigand of a now vanquished mercenary band. With his army bearing witness, King Higard II knighted the young mercenary and gave him the fallen officer's sword, helmet, and name. Though the officer Anzo had died that day, the legend of Anzo the Giant had been born.[/spacer][spacer]The new Anzo's renown and prestige in Morcrest grew rapidly, and eventually he was able to be a royal guard in Portsmouth. Though of a mercenary's background and uneducated, he was an outgoing, honest, and hardworking individual. He was well received by the other servants of the royal family, and though boisterous was rarely offensive or obnoxious. Even so, he was often caught mooching off servants in the kitchen or eavesdropping on the royal children getting tutored. Anzo tried his best to get along with the royal family, but with King Higard at the reigns Anzo was always fighting in some conflict or another.[/spacer][spacer]Anzo was lucky enough to befriend Prince Haralt during his time as a guard, and with his appeals Anzo was spared from King Higard's final campaign into orcish lands in 947. For the next few years Anzo was Prince Haralt's guard and friend, joining him on hunts (which Anzo was quite terrible at) and fighting in his stead (which Anzo was exceptional at). During that time, Anzo also started a budding friendship with Princess Adaia and Prince Akard (mostly due to Anzo often joining in any shenanigans they did, especially if it involved the kitchen). When King Higard returned from his disastrous campaign into the orclands in 956, Anzo had reached the age of thirty-two. It was only five years later that King Higard II died.[/spacer][spacer]Under King Haralt's peaceful rule, Anzo was released from his duties and free to move about as he pleased. In the six years King Haralt reigned, Anzo filled up all of his time with mercenary work or claiming bounties on bandits and highwaymen. It wasn't long before rumors and gossip of the giant knight known as "Anzo the Great," "Anzo the Grand," and "Anzo the Giant" started reaching even the noblemen's ears. To Anzo's immense joy and pride, people even started to run to the streets to meet him whenever he arrived, and his name was recognized by any shopkeepers or store owners he conversed with. His renown eventually reached even to a young Prince Akard. Prince Akard had an outlandish dream of uniting Elliria, but the young prince's ambition and fierce, confident eyes convinced Anzo to amuse the young prince for a time. It wasn't long before Anzo realized he, too, was sharing Prince Akard's dream.[/spacer][spacer]When King Haralt died, the young Prince Akard ascended the throne. The King's Wardens were finally, truly created and Anzo had the pleasure of being one of the first. Anzo had seen the Warden's ups and downs, found and recruited many individuals, and supported Wardens for the eight years it existed.[/spacer]
Other
Though Anzo hates magic, he is rather tolerant towards mages. As long as they aren't using magic, Anzo won't act any different towards them.

Anzo's big body means it takes a lot to get him drunk, but be warned if he does: the giant man is a very affectionate drunk who forgets his own strength.

Anzo is the Lead Recruiter of the King's Wardens. Basically, there's a high chance he had something to do with someone getting into the King's Wardens.
 
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Wèkhïr
"Wicker"
35 | Female | Elf | Spellsword-Rogue | Radical Anti-Magic​


Time with the Wardens
Three months

Class
Battledancer (Spellsword-Rogue)
A specialized class of elves meant to read and control the flow of battle through a flurry of light, continuous attacks with decisive, critical strikes in between. Originally meant for ambushers using light, fast blades and poison, Wicker uses her spells to augment her abilities and allow her more versatility.

Equipment
Weaponry
Twin curved elven baneblades. Rare artifacts that are originally only of ceremonial value, Wicker used them as long sticks to transfer Rot rather than real swords. Since joining the Wardens her blades have been reforged into proper weapons, albeit still rather inferior to Dwarven or Human craft (e.g. a single edge, notable lack of a crossguard, a slightly unbalanced form, etc). Still, the blades make up for their poor performance by still being the primary method for Wicker to transfer her Rot curse.
Armor
A worn-out cloth and leather outfit made by mixing Osigonian, Artana, and Morcrest attire. Metal knee guards and pauldrons, along with leather tassets provide the very bare beginnings of protection and are more for rough movements than combat. She and the Wardens try to maintain it as best they can, but this outfit is not long for this world.
Gear

Sun Dew (potent elven medicinal salve)
4x Herbal Salves (basic medicinal salves)
Long cloth (for enchanting with Mending as magic bandages)
Three small pouches filled with nuts, dried fruits, meats, and edible plants
Bone carving knife
Two waterskins
A large bundle of tough, flexible plant fiber
Four sheets of parchment for use in Scriving


Spells
Mana Pool—Medium

Major ProficiencyVirulent (Profane)
[spacer]Rot - Wicker's signature spell, Rot is a profane spell that tarnishes and corrodes metals, infects and dissolves flesh, withers and spoils plantlife, and generally infects her targets with a blighted decay. Described in its most basest form, Rot is a dense mass of corrupted mana that rapidly expands and deteriorates everything it comes in contact with. As a Virulent spell, Rot consumes a small portion of the enemy's Mana to fuel its growth, with larger Mana pools supplying more fuel for the fire.[/spacer]Minor Proficiency—Restorative
[spacer]Mending - A powerful restorative spell that can slowly regenerate and restore an object or target to its original form over a period of time. Though it is often considered inferior compared to similar Restorative spells that can restore some damage immediately, Mending can restore large amounts of damage over respective amount of time. Powerful when used in conjunction with rest and antibiotics, Mending takes a substantial amount of time and as such is nigh useless in fight or flight situations.[/spacer][spacer]Vim - A restorative spell that greatly supercharges vitality and stamina. In layman's terms, it maxes out a person's energy and willpower and prevents either from draining for a short period of time. The effects of this are impressive: natural healing and the body's immune system are greatly enhanced, and though pain is not lessened the person has stronger willpower to push through it. In addition, the body is capable of performing exhaustive actions back-to-back without losing any liveliness and wear. A strong all-rounder that simply allows the target's body to perform at peak proficiency for long intervals.[/spacer]Strengths
  • Beloved by Nature—There's something about her that animals just seem to adore, and she adores them just as much. Wicker has an almost magical connection with wild animals; she's rarely attacked by them and even nervous creatures like hares and deer are comfortable with her approaching them.
  • Graceful—Wicker's movements are fluid and nimble, from her posture to her walking to her combat maneuvers. She can react quickly and effectively, and her dexterity and agility would bring pride to her race.
  • Elven Combat Training—As an elf trained for combat, Wicker has skill in bows, short blades, and spears. She fights exceptionally well in forests and ambushes, and her stealth is formidable.
  • Elven Outrider—Wicker is an able rider of grounded animals (especially Vardendale elk), but she won't touch flight-capable mounts.
  • Magic Baneguard—Wicker is not only a Baneguard, but a mage herself. She was taught how to fight out-of-control mages and banes, and her intuition in fighting magic opponents is a cut above the rest.
Weaknesses
  • Uncivilized—Not to mean Wicker is barbaric, but the stonework, culture, and industry of urban settlements are alien and intimidating to her. She can't help but feel on edge whenever she's near stone walls or on stone roads, and her discomfort is only exasperated the deeper into a city she goes.
  • Illiterate—Wicker can't read or write in Common, and it doesn't look like she's interested in learning.
  • Inarticulate—Wicker struggles with some words in Common, and her speech is often rather basic. Lengthy sentences and large words can often leave her confused, and most double-meanings and common sayings go over her head. Perhaps she'll get better if she takes the time to learn Common.
  • Elven Frailty—Wicker is an elf, which puts her at a disadvantage on most physical things compared to other races. Though she is agile and limber, she is not particularly fast at running. Her strength and stamina leave something to be desired, and she rather fragile overall.
  • Haunted—A demon has latched onto her and she is in a constant battle of wills with it. It often preys on her insecurities of other races and magic in general.
Appearance
[spacer]Wicker stands at a small 5'5" (165 cm) and weighs in at a light 95 lbs (43 kg). Wicker's body is generally lean and straight, with very subtle curves and wiry muscle making up most of her body. Her skin is fair, though almost ivory white in places where she isn't tanned.[/spacer][spacer]Wicker's white hair is her most defining feature. Though she has had snow-white hair even before she made the mistake of entering Etvia, she was born with a deep red hair coloration. When she became Haunted (she was in Artana when the spirit first appeared), her hair color faded rapidly and became snow white within a month. She styles her hair loosely; it's roughly shoulder-cut and brushed with anything she could use to comb it, often cleaned forks or branches. Her hair is naturally wavy.[/spacer][spacer]Her face is rather full for an elf. She has large eyes befitting of an elf with a straight nose and reddened lips. A small chin and subtle cheekbones frame her jaw, and her eyebrows are angled and low giving her a perpetual somber expression. She could pass for a decent human if not for her large ears. Her ears are 5 inches long, or would be but her left ear was cut and only reaches 4 inches before reaching an abrupt end. She detests scars and is ashamed of her clipped ear, believing wounds to be marks of failure. Another effect of the Haunting is her eyes: though normally a pale green, they can become a colorless silver if she is outside in direct sunlight.[/spacer][spacer]Her voice is cold and harsh, carrying a scratchy rasp in a deep tone. She has a tense posture and walks briskly. Many of her gestures are hurried as if she wanted get her point across as fast as possible.[/spacer]
Personality
[spacer]Wicker struggles with communication due to her refusal to be properly taught Common. Her crude articulation often has her seem aloof and harsh (and at many times downright confusing), though she's actually just an honest workaholic (with a terrible sense for analogies). However, regardless of her communication issues, Wicker is undoubtedly xenophobic—racist even—and stupendously anti-magic.[/spacer][spacer]But even in the midst of her own people, Wicker struggles with personal relations; Even if she's among Vardendale elves, she will always have a task to complete or work to do, and she will communicate with a frank, professional tone. It is only when she is alone will she relax and behave much more freely. Wicker enjoys nature and music, and she has a soft spot for animals of all types.[/spacer]
Biography
[spacer]All questions about Wicker's history is answered briefly and vaguely, and she does not take kindly to continual prodding. All anyone knows about Wèkhïr's early life is that she was born in Vardendale in the year August 7th, 940 under a different name. She refused to mention anything more.[/spacer][spacer]Before the Wardens, Wicker was a Bæhàndàr, or Baneguard, but due to certain circumstances she became a Farwalker Baneguard. The Farwalkers hunt Banes just like their mother order, but the Farwalkers leave Vardendale to do so. As Wicker explained it, the Farwalkers are elves that are unofficially banished by Vardendale, but still are a part of it; They were put into the Farwalkers because they did something that displeased someone important, though some join willingly so that they may hunt a particular Bane that escaped Vardendale. Depending on how they got into the Farwalkers, they are tasked with doing or finding something before they can return to Vardendale. Wicker never communicated what her task was or why she was in the Farwalkers in the first place.[/spacer][spacer]Wicker left Vardendale in a small Farwalker group of four at the age of twenty-five. Her travels took her group through Ibrance to the Barren, where they stayed for a short time before sailing to Morcrest to catch a ship down to Osigon. From Osigon they went to Artana, where they operated between Osigon and Artana for a long 7 years until they were chased out of both into Etvia. Wicker's group spent less than three months in Etvia, but two members of the four members of her group were lost there. The remaining two, Wicker and her friend Hëà, escaped into Morcrest. The duo operated in Morcrest for one year before being captured and detained after Wicker was caught between a duo of recently slain mages.[/spacer][spacer]Hëà managed to strike a deal with the king of Morcrest: in exchange for a pardon and their eventual freedom, the two elves will work off their crimes as members of the King's Wardens. It's been three months since then, and Wicker has managed to behave herself… for the most part.[/spacer]
Other
Wicker got her nickname from her only hobby: wicker dolls. If she has time to relax, she can often be found crafting small figurines by weaving together tough plant fibers or small plant stalks. She never stated the reason why she creates them.

Wicker has Aviophobia. She flew on a griffon once. It took her twenty minutes to let go even after it landed.
 
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Name: Kwirkel Turdic

Age: 25

Gender: Male

Race: Dwarf

Class: Phalanx (Warrior x2)

Position on Magic: Pro-Magic/anti-profane

Time with the Wardens: 5 days

Equipment: A completed set of dwarven full plate, a shield with his family's crest, a mace his mother crafted for him, a dwarven warhorn, and a water canteen.

Spells: What?

Strengths/Weakness: Tremendously skilled defensive fighter, Huge stamina and strength given his style, Natural in the arts (particularly with singing and poetry), Brave to the point of stupidity, Will never leave your side if needed, Generally warm to others, Has a way with the spoken word

Terrible cook, Inexperienced in life, Perfectionist, Not very knowledgeable on anything outside of Ibrance, Not exactly a long distance runner, Easily wounded self-esteem, Emotional, Unknown outside his own social circles, A bit reckless when it comes to trying to prove himself

Appearance: http://i833.photobucket.com/albums/zz255/RichardKennedy09/Non Human Character Portraits/180px-Wild_dwarf2.jpg

5'0 285lbs

Personality: Positive Traits: Reliable, patient, practical, devoted, responsible, stable
Negative Traits: Stubborn, possessive, uncompromising

Biography: The son of a royal house guardsmen and a prominent noble artisan, Kwir has been trained seemingly since his birth to fight and uphold the dwarven way of life. Growing up he was put in good school and had a diverse education from music and writing to arithmetic and rhetoric. When he wasn't at school, it was usually off to train with someone his father appointed which changed if Kwir did not show improvement.

A life that he embraced, at first. For the longest time, his father had protected royalty and his mother put the alluring touches some of the finest pieces of armor Ibrance had to offer. When they grew old, they were essentially forced into less labor intensive positions. One ending up as a Royal Guard advisor and the other as an administrator overlooking the creation of all of the official ceremonial weapons and armor for the Noble Class.

During this time, Kwirkel was starting to frequent the Fray events held in the arena. While he showed promise on his own, he excelled most when it was multiple groups going against one another. He is a dwarven wall to be reckoned with, so much so there were talks of him becoming a Royal Guard like his father.

With more trouble on the horizon, it became apparent to him that it was time to stand up.

The young dwarf grabbed his gear and (against his parents wishes), began to seek out the wardens. Even if he could not join their ranks, he would fight for what he believes in all the same. People working together makes the world a better place.
 
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[fieldbox=Lareira Decseras, grey, solid]

33 | female | Human | Rogue-Archer | Neutral​
Time with the Wardens: 2 years 7 months
Equipment
Armor
Since she has to move fast and stay quiet the only armor she wears is toughened leather. Though basic in its design and baring some scars of her work, it is richly colored, well maintained, and has served Lareira well.
Weapons
After spending a fair amount of time on assignment in some heavily wooded areas Lareira switched from a more traditional longbow to a heavy crossbow. She also carries a shortsword, but she feels that if she has to draw her sword she has not done her job properly.
Gear
A pack with a basic survival kit, should she need to travel in the wilds (includes things like flint and tinder, fishing hook, line, sharp knife, two blankets, three meals worth of rations, paper and writing tool, among others

Spells
N/A
Strengths
  • Educated--Having grown up in a wealthy family Lareira had the benefit of tutors, so she is more book learned than many
  • Level head--With a tactical mind and a keen eye she can map a path for a large body of troops, plan a flanking maneuver, or ambush someone when the least expect it. For the most part she will follow her orders and play well with the rest of her unit, a good Warden by most rights
  • Rider--Another part of her education growing up was riding lessons, she has maintained her love of riding throughout the years and is comfortable a top most mounts, though in recent years she has grown quite accustomed to her griffin
  • Sharp shot--Lareira has taken to her job well, and while it took a lot of grueling practice, and more than just a little frustration she has become quite the good shot.
  • By Blood--Lareira's family, while not true nobility, is not entirely short of connections. If she digs enough she usually eventually finds a friend of friend that can help.
Weakness
  • Bitter scars--There is a deep hatred in Lareira's heart for all that would keep another as a slave. When slavers are involved she has on more than one occasion endangered entire missions going out of her way to either free slaves or persecute a slaver
  • Prejudice--Seeing as that she was kept as a slave by elves she has never quite forgiven them as a whole, it has made it almost impossible for her to work with elven Wardens for any length of time, as it is almost assured that eventually she will come to blows with them
  • Distance--Lareira, while a skilled shot and careful tactician, is a lightweight. The only way she survives being on the front line is if she is a fair bit quicker than her opponent and manages to get away being their sword gets her
Appearance
00de5d06ea1462c14325843add73122f.jpg

Personality
Lareira is a quiet sort of person, she is a good listener and offers an opinion when asked, but she is not a boisterous voice. To most she is considerably even tempered with a keen and logical mind, that is, until she has to deal with elves. Those of elven heritage find her usually even temper quick to flair when they are near, and her soft voice is suddenly replaced with an enraged snarl. Even the Warden's Elven commanders find that their orders fall, suddenly deaf ears, and it is only when it comes to the well being of others will Lareira relent and so as she was told. A comment made by a dwarf might get a soft chuckle and a shake of her head and that same comment made by an elf would get a withering look and a half formed threat. This gets especially true when some less tactful mention the iron collar around her neck or the brand on the back of her shoulder. Those Lareira considers friends, know she is exceedingly loyal, quick to joke, and slow to anger.

Biography
Lareira comes from the house of Decseras in Morcrest, a family of new money brought to power by her grandfather through extensive trade deals with the dwarves and other houses. Perhaps they did not have quite they influence afford the more established houses but even through the worst of times Lareira's grandfather, and in their turn her parents could afford to fully staff their house. Wealthy, educated, and spoiled Lareira indulged in many of the hobbies afford to those of wealth, most notably being a brat. Never so bad that she got in any real trouble, and charming enough at social events to assure that she had no shortage of friends, it never really became a problem and peace held sway in her household. It was a blessing that she was not made as useless as a glass shield simply because she enjoyed riding and had a healthy thirst for knowledge.

Everything changed when she was sent north to Ketweland to visit an Uncle for spring and part of summer. Thoroughly annoyed by the prospect of missing the spring festival and the summer ball she begrudgingly agreed to go. Plans were made for her to head to Kalico first, to meet and stay with her fiance's (a match not entirely of her choosing) family for a few days, head through northern Ibrance to pay her respects to a few of the dwarven houses that her family traded with, and then into Ketweland to see her family. She never made it into Ibrance. A fool, a complete and total fool, Lareira had heard of the strife that broiled between Kalico and Vardendale, but she had been sheltered enough not to fully understand what it truly meant. Convincing a few of her traveling companions to join her in a brisk ride early one morning they rode to close to the border and were met with a hail of arrows. One of the other riders took two arrows to the back and fell dead from his horse, and Lareira was presumed the same as an arrow stuck fast in her shoulder and she was knocked from her horse. The last her companions saw of her was her crumpled form on the ground. They left her for dead, but she was not so lucky.

Six years later there was a knock at the Decseras manor door, and standing there was a slight figure, wild dark hair, searching eyes, and drawn cheeks. It had the face of Lareira, the voice, but this gaunt creature couldn't be Lareira. It took the better part of a week for her to speak even a word, and it took a year for her family to start to hear bits and pieces of what had happened to her. Somethings were easy to discover, an elvish brand, neatly framed in scars, on her shoulder required a translator but they soon found that it read "runaway". Strangely enough she refused to have something done about the brand and almost got into an altercation with her brother when her tried to have something done about the scars on her neck and back. Even as happy as she was to be home Lareira was distant, she continued her schooling, but her focus switched from more general studies to the finer arts of war. Her etiquette and language tutors found themselves replaced with those schooling her in the art of combat. Her parents and siblings found the change frightening at times, but they could do little to dissuade her. Four years ago she broached the topic of joining the Wardens with her parents, her parents were not overly thrilled at the prospect, they were still trying to repair her engagement to Godric Elvina Waldrone in Kalico, but with the help of her brother and sister they eventually caved to the idea.

It has not been an easy job working as a King's Warden. Not a trouble maker by habit, but those of elven blood soon found that she was quick to take offense from them, and unforgiving in her punishments, but she has enjoyed her time thus far, but it has become clear that some of her scars still run very deep.

Mount
Griffin named Tarrir
eagle_owl_griffin_by_robthedoodler-d52tfqs.jpg

[/fieldbox]
 
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6EdV6d2.png

JERICHO SWAIN
Twenty Thirty-Two | Female | Dwarf


TREASURE HUNTER
General Class : Warrior [x] [ ] | Rogue [x] [ ] | Archer [ ] [ ]
A treasure hunter is only interested in doing one thing: outsmarting those that outsmarted their employer. They retrieve stolen, though sometimes lost, artifacts, heirlooms, magical items, or anything with any sort of value. Their strengths are their cunning, speed, and ability to detain their opponents. They create things to slow down or disable their opponents, like caltrops or smoke bombs. They can set a few traps, like bear traps, but usually in their line of work they find their opponent instead of their opponent coming towards them. In combat, they are fast and powerful. The idea is to detain their opponent as quick as possible. In that regard, they have low defense and have to use cunning to finish their opponent as they're not made for the long fight. Secondarily, they have a scholarly knowledge to be able to discern something real from something fake. That being said, there are always things that slip through the cracks.
In short: they are smart, swift, strong warriors that use an assortment of gadgets to detain or dispatch their opponents, but lack defense or stamina for a stronger opponent than themselves or a long fight.

POSITION ON MAGIC
Soft Anti-Magic

TIME WITH THE WARDENS
Year and a Half

EQUIPMENT
Armor: Plate pieces cover her chest, thighs, and gauntlets. Beyond that, she mostly wears leather and cloth. It is made for having as much cover as possibe with high maneuverability.
Weapons: Jericho wields a sword and a one-handed axe. They are both dwarven made and are of fine quality. They're far from master craft, but they get the job done. She also has a whip. It's mostly used for tripping and disarming people.
Gadgets and Trinkets: She has a bag of caltrops, three smoke grenades, and a vial of highly flammable, and slippery, oil. She also possesses a wind-up noise maker that is the length of her finger.
Adventure Gear: a flint and tinder, hunting knife, a flask of water, a flask of liquor, dried meats, map, healing poultices, wrappings, sewing kit, whet stone, rope, a thick folded canvas for making impromptu tents.
Other: A dwarven tome her father penned, and her gadgetry tools.

SPELLS
None

STRENGTHS
- Intelligent
- Strong
- Agile
- An Inventor (and Problem Solver)
- Dual Weapon Fighter

WEAKNESSES
- Short Stature
- Low Stamina
- Low Defense
- Poor Hand-to-Hand Combatant
- Off-Putting Mannerisms
- Motivated Purely by Greed or Fame

APPEARANCE
Jericho stands at four-feet tall with a curvy build that rests mostly in her hips. She's muscular in most places, soft in some, and her tanned skin is spotted with an equal amount of freckles and scars. Her wild blonde hair is braided behind her head, usually, but if she's trying to impress she'll undo the braids and fluff it around her head. She has a strong nose, stronger eyebrows, but large green eyes and smattering of freckles over her face. She also has three scars across her cheek that she always lies about getting. Her voice is deeper than one would think, given her size, but can become loud and shrill out of aggravation.

PERSONALITY
Jericho is an eccentric glory hound that has a rich taste for liquor, food, and lovers. She's usually rather feisty and conversational. Yet, her blunt mannerisms and nature fall into the perverse and crude, and they have made her few friends. She'll always get the job done, but then promptly discusses why she was so amazing at it.

BIOGRAPHY
Jericho was born in Ibrance to no great fanfare or interest of any other dwarf, with the possible exception of her mother who was happy to finally have a daughter. If anything, the others grumbled: "If the Swains keep at it, they'll be the majority of the population in Ibrance." Of course, to give no great illusions, she was the last child of four. Still, given low dwarf population, it was substantial. Her father was a scholar of no great renowned, and her mother was an inventor of more renowned--which was a point of contention in their household. At a young age, Jericho learned how to avoid her older, rowdier siblings. At a slighty older age, she started pilfering her mother's inventions to get the upper hand against them. Her mother discovered this when she found the second eldest son, Owain, strung from the ceiling. She also laughed, a little, at the situation before getting her husband to help untie their son. Jericho's mother wasn't furious at her, but she did instill in Jericho that she shouldn't take things that weren't hers. That should have planted a far different lesson into Jericho's head than it did. Immediately, the small dwarf knew that she had to make her own inventions to torment her brothers.

When she was in her teens, it was obvious that Jericho was following her mother's footsteps. Still, she deferred to her father on many things. She grew up astute and interested in small intricacies of things and the larger intricacies of the world. Shortly thereafter, she wanted to leave Ibrance. All that knowledge of the outside world made her want to see it firsthand. At first her parents were reluctant, wanting her to marry in a few years after she became an adult, but inevitably they folded. It may, or may not, have had to do with the fact she punctuated every sentence with: "may I leave, yet?" Their sanity had been on a downwards slope. So, she was sent to Draivance to live with relatives. Her mother kissed her head and said, "Do not come back until you're married to a wealthy dwarf." Jericho laughed. Her mother did not. Jericho's father was a little more lenient, though he warned that if she became a scholar of more importance than himself, she was not allowed to live in their family home. Her brothers wished her well, and were relieved that she was leaving as she'd tormented them since she was capable of doing so. It was a bittersweet goodbye, but this was Jericho's family.

Unfortunately, her life stopped being easy as she began to travel. Between Ibrance and Draivance she was mugged. Everything she owned was taken from her, and she was beaten badly. Some travelling merchants helped get her to her relatives in Draivance under the promise she'd do work for them. She also started learning about how to fight from a few of the merchant's guards. This only became further perpetuated when she finally made it to her relatives, and her cousins heard her story. She'd come to learn about the outside world, and it taught her a very quick lesson about knowing how to protect oneself. Her inventions even began to lean in the martial direction. Yet, her life didn't take her on the path she was now until a few years later. By that time she was seasoned enough to handle herself, and had made a few things to help her in a fight. And while her cousins were kind and generous, Jericho wanted to pay them back.

One day while she was in the market, she overheard some idle conversation about how a wealthy lordling had lost a family heirloom. He was petrified to tell his parents due to the ramifications it would have, and was offering a large sum to anyone that procured it. Jericho weaseled her way into the conversation and devoured all the details. The human men laughed at her enthusiasm, but she was determined. The heirloom was an old sigil of dwarven creation. She'd learned about varying dwarven sigils in her studies. She also learned that they were valued more for the metal they were made out of than what they actually held on them. It took a bit of inquiring, but she learned about a rare metal distributor of ill-repute. It didn't take much bribing to locate their warehouse. Armed with her weapons and gadgets, she broke in. She found the sigil, yes, but she also found a fight.

Jericho barely made it out. Yet, it only steeled her resolve to further her combat prowess. She was ecstatic to return the sigil to the noble. It was a dwarven sigil, and so he should be dwarven. Maybe she could not only collect the bounty but also court the young man. Her family name did have some weight behind it in both Ibrance and Draivance—not a lot, but she was far from wastrel. Jericho learned, though, that the noble wasn't dwarven at all, and more so, he wasn't particularly grateful that she'd saved his hide. She should have just given it to his parents. He looked down at her, nose upturned, and gave her the reward. He then kicked some dirt at her, telling her to leave his presence. The guards came shortly after that, Jericho had taken full advantage of her short stature and squarely punched him in his nether regions. There were rumors that floated about, after that, of how she cursed him and called herself "more a man than he'll ever be."

Using part of her reward, and her family's clout, she was able to leave jail. The remainder of the reward went to her relatives. They encouraged her to head back to Ibrance or settle down there. Instead, that entire experience instilled into her the wrong thing—once again. It didn't caution her from doing it again, but gave her the zeal to continue to hunt down artifacts.

So, she did just that, and for the next many years she traveled the civilized places of Elliria and became a treasure hunter of some renowned. Jericho never married, never made it back to Ibrance, instead her line of work led her into the ranks of the Wardens.

OTHER
- Artist: Click
- Theme Song: "Glitter and Gold" by Barns Courtney
 
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Name
Mihai

Age
28

Gender
Male

Race
Inguz - Eagle Owl

Class
Rogue

Position on Magic
Pro-Magic


Equipment
Whittling knife
Lute
Small pouch of salt (for some reason)
Thimble-sized container of sap (claims it has magical properties - unproven)




  • Mihai is, like many of his kind, built for speed and agility. He's a slippery kind of fellow standing at an average five-foot-eleven (and a half, don't forget the half), with a loose, almost lazy posture. Mihai's hair is an uneven mess that might be charming in its own way, if he didn't muss it up on purpose. Dark feathers grow at random wherever they please in Mihai's human form, especially down the back of his neck and his shoulders.

    Mihai likes to catch the eye. The traditional clothing of his tribe has given him a taste for the colorful, and thus he wears a patchwork of cloth ranging from leather to silk.



  • Mihai is teasing, outgoing, kind, flirtatious, and packed with more charisma than should be possible. He is a social butterfly whose companionship and friendship are easy to earn, while his respect is another matter entirely. As an Inguz who grew up with little to no real security or assurance and surrounded by too many people attempting to appear better than they were, Mihai became hard to impress.

    Mihai's ideals and convictions are dependent upon who he associates with and how he feels about a certain subject. He has a strong, steadfast sense of morality that may seem confused or grey at times, but Mihai truly only wants what's best not only for his own people, but for those whose lives he's become responsible for. He's determined to keep up a certain, respectable image to those around him as a hero or a someone worth looking up to. His Inguz heritage often foils such attempts, but Mihai is determined.


  • Mihai grew up among a small nomadic band of avian Inguz that had traveled throughout the land since before his birth. His mother was a talented musician - an ornately carved lute was her trademark - and his father a master storyteller. Though life was rough and uncertain, Mihai enjoyed it and frequently strayed a little too close to human towns and camps out of an insatiable curiosity for their civilized life. Even with terrible myths concerning the barbarism of humanity, Mihai considered them a mere misunderstood curiosity that deserved more than the often baseless tales of their ancestors. He knew full well from his own observations that humans, despite their prejudice, were not bloodthirsty monstrosities.

    Out of respect for his elders' orders, Mihai was always sure to keep distance between himself and the humans while out on his adventures.

    An important point in his life was the day he learned to play his mother's lute on his sixteenth birthday just before receiving his own, and often played it religiously when feeling stressed, lonely, or out of touch with his past. Mihai went nowhere without the decorated lute gifted to him, and it soon became his trademark just as it had been his mother's.

    Even though their small group rarely camped near humans out of distrust, the night they did settle by a human town was the day his father grew sick. A human illness took hold of the man and rendered him incapable of speaking for weeks. An optimist, Mihai believed his father would be fine, that the sickness was nothing more than a common winter-illness; it would pass soon enough, and the boy could pester his father for the same story he'd heard for a decade.

    Two weeks into the illness, his father passed away on the road and left only himself and his mother behind. In an effort to remember his father's legacy, Mihai spent many nights trying to remember the old stories the man had told him before bed, with little success. All that was left of him were the various books and trinkets left behind. The physical reminder never felt the same as the memories, and so Mihai convinced his mother to stash the belongings in another caravan.

    It had been revealed a month after his father's death that Mihai's mother was pregnant. Initially upset, Mihai left the traveling band to find respite in a human settlement. He did not return to his people until the age of nineteen, a year later. A girl had been born and named Araunya. Mihai remained bitter towards the young girl for quite some time, but Mihai had never been very good at keeping a grudge, and the girl grew on him. He taught his younger sister the art of storytelling so that she could continue the family legacy where he could not.

    At the age of twenty-five, Mihai finally left his people for good. The feather necklace that he'd been raised with he gifted to his now six year old sister, who offered up her beaded headdress, and begged him to remember her. The farewells with his mother were formal but warm, and they parted on good terms. Mihai has kept his promise to remember his family, and has worn his sister's ivory beads since.

    Mihai traveled alone for two years between human kingdoms, picking up traditions from across the land and incorporating them into his lifestyle alongside his traveling band's own pocket culture. With no true source of income beyond street performing, Mihai took up mercenary work and was quick to make a name for himself. And over the months spent doing so, Mihai grew homesick.

    With the hope that joining a prestigious society would grant him the resources to find his family again, Mihai spent weeks proving himself worthy of a tournament that would grant him membership among the Wardens. Mihai has been loyal to his new extended family since his joining.

    Mihai has been with the Wardens for a year.




  • N/A

  • Strengths

    - Agile
    - Clever
    - Fast
    - Innate sense of direction
    - Excellent vision
    - Charismatic
    - Surprisingly durable

    Weaknesses

    - Illiterate
    - Impatient
    - Nosy
    - Anxious
    - Notoriously unpredictable
    - Difficulties in following orders

 
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[fieldbox= Ansley Norcott, Purple, solid]
Name: Ansley Norcott


Age: 30


Gender: Male


Race: Human


Class: Fighter (Vanguard-Berserker)


Position on Magic: Undecided
  • Balefall born, Ansley was raised in a culture that largely shunned the magically adept, locking them away in their own part of the capital to be trained and kept away from the normal humans of Balefall. However; due to his many travels as a Sellsword and later on as part of the Wardens, Ansley has come to meet many mages that he would not mind having around him. As such Ansley is largely undecided on his outlook on Mages, deep seated Balefall bias pulling him one direction while his worldly experiences pull him in the other.


Time with the Wardens: 4 Years, 2 Months


Equipment:
Armor
Ansley wears what most would consider to be an unfinished set of plate armor, and their assumption would indeed be correct. On his shoulders he wears three-tiered steel spaulders, that are hewed in a rugged bronze. On his forearms he wears a vambrace, foregoing the bulky gauntlets in order to better grip his maul, which leaves his hands and part of his wrists open to attack. The vambraces are the same bronze as the spaulders. On his legs he wears a steel poleyn plate which joins near seamlessly into his schynbald armor plating that provides protection only for the front of his lower leg. His final pieces to his armor are his breastplate, which covers only his sternum and shoulders and three leather belts that are lined in steel around his abdomen.

Ansley's armor gives up protection in favor of speed and ease of movement in order to allow Ansley the ability to twist and turn better in turn putting more torque on his Maul which makes for a greater hit. Under all of this is his brown pants, and tan long sleeve shirt along with a long and tattered tan scarf he wears around his neck.
Weapon
Ansley wields a massive two handed maul. The shaft is just over a meter in length of solid oak, and the head of the maul is solid steel. Fashioned in the shape of an hourglass but instead of the curved edges of an hourglass the mauls head is more straight-edged as seen in the image.
Personal Items
A leather bladder that is normally filled with mead or some other alcoholic beverage. Other than that Ansley travels light, carrying only a small bedroll and his ruck.



Spells: N/A


Strengths:
  • Showman: Talented with the maul, Ansley's fighting style comes off almost as showmanship, full of unintentional flare and quite interesting to watch for the candid observer.
  • Strong: Wielding a maul does not come easy, years upon years of training has molded his body into the strong and solid platform that is required to wield such an unruly weapon.
  • Perceptive: His greatest strength does not come directly from the maul itself but from the fact that due to the many restrictions the maul impedes on Ansley's speed and ability to counter blows he has come to learn to read an opponents movements and reactions.
Weaknesses:
  • Under "Control": Although Ansley's maul is a huge intimidation tool on the battlefield to most human opponents, it is also a crutch. The massive size of the maul makes it unwieldy at times, and impractical indoors.
  • Slow to the Punch: The shear amount of strength needed to get the maul moving makes for a slow wind up to most strikes Ansley takes, which leaves him vulnerable in the opening seconds of each strike as well as at the end when Ansley must reign in the massive maul of its momentum.
  • What Armor?: On top of all this, Ansley is forced to wear minimal armor in order to maximize movement and thus torque that he can put into each strike, which is then compounded by the weight of the maul itself into a devastating blow. However this leaves much of Ansley's body extremely vulnerable to attack.

Appearance:
Height: Six foot, one inch (184 cm)
Weight: 186 pounds (84 kg)



Personality:
Ansley is a boisterous man, even on the battlefield it is said that his yells and deep laughter can be heard over that of battle, which is likely to be followed by the sickening crunch of the poor soul caught on the receiving end of his maul. When he isn't engaged in combat he is the kind of man to be found at the local inn, quickly running dry the stores of beer and fresh meat, much to the dismay of the poor innkeeper unlucky enough to provide for him. Yet Ansley sees no problem with the way he goes about his life, for in his eyes, all he truly knows is the uncertainty of making a living fighting. Every battle won, every pint of ale downed, every single moment of his life could very well be his last in his line of work, and as such he makes the most of the moments that aren't caked in blood and dirt.


Even so Ansley truly shines on the battlefield and as such he tends to find life off the battlefield to be drab and devoid of any true meaning. Unless fighting or drinking he tends to be unamused by most trivial daily tasks.


Biography: [spoili]
A bastard born to a glass merchant in a small town in Balefall, Ansley began his life rather normally, as he was accepted by his father to most of the townsfolk's surprise. Growing to the age of six with most of the comforts that were to be expected of a merchants son, he began to learn his language and letters as well as slightly touching on his numbers before his father had decided they were going to be moving the family business to Kalico, in order to be closer to his major clients.

They embarked in a caravan from the Eastern side of Balefall in the early Spring of Ansley's seventh year. They had made good time through the desert, traveling for just over a month, and they were expected to reach their first oasis in just a few days riding and the closest outpost shortly after. But as the caravan neared the oasis the scouts halted them and sent two mercenaries forward to check the oasis, from Ansley's position in the front of the convoy a thick black smoke was clearly visible, but the source was blocked by the dune just ahead of the wagons. A few minutes after the scouts had left they returned, one with a solemn and serious look on his face, the other in nothing other than shock at what he had seen.

"Stay here Ansley, Papa will be right back okay...?" his father had said to him.

If only it had been true. Just a minute after his father had left for the head of the convoy the lookouts horns began to sound. Once. Twice... Three times. Banes. The caravan erupted into activity as sellswords began strapping on armor and swords to their waists. Merchants began to gather their families, and some even began to turn their wagons around.


And then they were on them, the Banes leaped from the top of the dunes down onto the caravan, sellswords were caught without armor and weapons. Many falling in mere moments of making contact with the foul beasts. Entire wagons were simply torn to threads as the banes lunged for those inside. Ansley sat in his wagon waiting. Watching. For his father. For anyone.

He felt a hand at his back, hard and cold. He began to move violently and swing his fists behind him as he was pulled from the wagon and sprawled out on his back, eyes staring at the now smoke filled sky. To his surprise the thing that had pulled him from the wagon was not a bane, but rather a sellsword. He looked at the man and was suddenly being picked up and carried away slung over the mans shoulder.

"Don't worry boy... We're getting out of this hellhole." was all the man said as they ran East. Away from the caravan now in flames, and the slaughter that could still be heard. Once the duo was well clear of the fighting the sellsword stopped and introduced himself as Falin, but the introduction was short lived as they were soon moving across the desert once more. They traveled for what must have been three days through the desert until they came upon a small outpost. From there they traveled to Kalico, and Ansley was to be given up to a local mission to be taken care of.

Ansley however did not wish to leave Falins side. And instead of giving him away Falin took him in, and began to raise him as his own. This new life was one of movement, of searching. For pay, for a way to fill their stomachs from night to night, after years of this Falin finally decided that Ansley was old enough to begin to help pay for their survival. At fifteen Falin began to teach Ansley basic swordsmanship, something Ansley would turn out to be utterly horrid at. But there was one thing that had always fascinated him. Many times he had seen men wielding huge hammers, "Mauls", Falin had called them when he asked.

Mauls were too large and heavy for a boy of fifteen, but it didn't stop Ansley. He began to practice, swinging an axe, hauling firewood. Anything to strengthen his body to the point of finally being able to wield a Maul of his own, in the meantime he would have to make do with a sword.

After three years of effort and work, Falin finally deemed Ansley ready to wield a maul. Since then it has been the only weapon that Ansley carries with him. Long after Falin had passed, Ansley was still working as a sellsword, taking jobs just as Falin had and honing his skills in battle. Slowly he began to make a name for himself among those in need of sellswords.

Reliable, unwavering in battle, and trustworthy. For a price.

One day however, a band of assassins hired Ansley. Their target was a nobleman of Morcrest. Ansley did not care whether the man was innocent or evil or simply on the wrong side of political struggles. The pay was good and that was all that truly mattered, and he accepted the job after a short bout of negotiating with the assassins.

The entire assassination had gone fine until they entered the nobles home. Inside they found an ambush waiting for them. In a confined space, Ansley was near useless with his maul. So he did what any like minded sellsword would do, he stepped back outside. In the moonlight as the sounds of fighting could be heard inside the home three armored figures stepped out of the house. The crest on their armor bore likeness to that of the Akard Royal Symbol, although Ansley couldn't quite place it. Knights sworn to the King was what he settled on as they spread themselves in front of him, ready to strike.

Ansley braced for a blow as the knights leader, the one wearing a unicorn helm, reached up but instead the knight motioned at another. The other knight calmly removed his helm, he was old, easily forties and he outstretched a hand with a small parcel in it. Ansley cautiously took it and was dumbfounded at its contents. A request for the Knights to find and take Ansley under their command, and persuade him into joining a group known as the "The King's Wardens", signed by the king of Morcrest himself. And with it came a promise of handsome payment.

As any sellsword would have at that moment, Ansley slung his maul over his back and took a knee.

"Ansley the Mercenary. At your service." he said with a bow of the head.[/spoili][/fieldbox]
 
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[/hr]
{25} | {Female} | {Inguz (Grizzly Bear)} | {Neutral} | {2 Months}


[/hr]

Equipment:
  • Light leather chestplate
  • Necklaces with wooden carvings
  • Leaf-bound bundles of natural healing salves
  • Bag of food
Strengths/Weakness:
Strengths

  • Strong
  • Capable of handling heavy damage
  • Caring
  • Passionate
  • Sharp sense of smell

Weaknesses

  • Impulsive
  • Short attention span
  • Informal in front of authority
  • Clumsy
  • Terrified of heights

Appearance:
Fairly stout and short for a bear Inguz, Karhu stands at around 5'8" with a notably thick build. Her body is heavy with muscles sculpted from days of labor, which are often on show due to her preference for less constringent clothing. A warm honey color, her eyes frequently glow with a gentle mirth. Karhu's hair is a thicket of dark brown locks and seldom tied back, save for small side braids threaded with beads, feathers, or whatever catches her eye. Her skin is well tanned with the faintest of darker freckles splashed across face and body. Several scars pepper her body, centered mostly on her torso and arms. Several patterns of traditional tattoos cover her chest and back, a marking mimicked on her fur whenever she becomes a bear. Karhu's most notable feature is the coarse, brown fur on her arms, which extend from her elbows to the needle sharp claws on her hands. Similar in ursine-like design are her teeth, with canines a bit more sharper than an average human's.
Personality:
What Karhu lacks in height, she makes up for greatly in heart. She's an empathetic soul who's quick to claim protective care over those she sees as weak or helpless. Along the same lines is Karhu's reliance on impulse than thought to judge her actions. Her nonchalant attitude and tendency towards napping have led many to perceive her as lazy. In actuality, she holds a short attention span to things that are of very little interest to her. But when her mind is stuck on an idea, it's stuck. Karhu is fiercely passionate about things she believes in, and will stubbornly stick to it until it gets done. She's honest, at times harshly so, as well as curious and inquisitive. Though Karhu enjoys company, she doesn't actively seek it out, instead preferring the comfort of her lonesome. Whenever she's caught in these moments of solitude, she tends to be more quiet and calmer than usual.​
Biography:
Raised in a remote community in the north-eastern areas of Keth, Karhu was raised under more humble circumstances. Her family was traditional and held tight to the tribal customs of the Ursine tribe of the Wildlands from whence her ancestors came from. Though life wasn't exactly extravagant, it was simple and full of fond memories.

When Karhu was eighteen, she was tasked to complete her Daysleeping Travel -- a tradition that marked one's coming of age. Karhu was to travel for a month, relying solely on her skills and wits, in order to find her 'True Dream' before returning. Whatever that meant. It was a task of monumental importance and danger. However, from the tales her family weaved of their travels and satisfaction of finding their True Dreams, it was something Karhu was more than eager to take up. So, with goodbyes brief but emotional, the young Inguz set off.

The first week of travel yielded optimism for the coming days ahead. The second week gave hardships, but its own share of silver linings as well. By the time the third week rolled along, Karhu was beginning to question everything. Around that point in her travels, Karhu's supplies were beginning to dwindle. She avoided settlements like the plague, as her last trips to one had ended with a couple fights and bitter threats. Hunting had proven fruitless, scavenging led to upset stomachs, and still, there was no sign of whatever this 'True Dream' was. The only thing keeping Karhu going was her fear of her family's disappointment.

Then Karhu met her first human.

She had made it as far as the western area of Keth, close enough to the border to see the tall fortresses looming just in the distance. It was an area she had been told to avoid if she could, but curiosity (and the temptation of kind soldiers handing out meals) had lured her near. Karhu was taking shelter in the surrounding forest when she came across him: a human laying face first on the ground. His clothing was nothing more than rags, but there was a foreign scent on him that Karhu was sure was Artanese. Still, he was bleeding and unconscious, and Karhu had learned to never leave another unaided. Besides, if worst came to worst, she could always chuck him to the Kethian soldiers to deal with. She took pity on the man and, though still a bit suspicious, nursed him back to health in the secrecy of the forest. When the man awoke, he was justifiably more than a little panicked at finding a clawed hand dabbing sweat from his brow. After a few moments of panicked yelling, terrified hitting, and scrambling around, Karhu finally managed to calm down (or at least pin down) the man long enough to explain that she had been the one to save him.

The man introduced himself as Cirris, a former mercenary with the luck of being captured and turned slave. He had been in the forced servitude of an Artanese general, brought along to the border as help when he saw his chance to escape. Cirris fled in the night, just barely managing to sneak past Artanese lines when he was spotted by Kethian forces. He had been chased and clawed relentlessly, and it was at the mercy of the fates that he had just managed to hide long enough for the soldiers to leave. That was when Karhu had found him.

Hearing this, Karhu grew angry and spiteful at such treatment. The notion of enslavement made little sense to her. Why imprison a fellow being, especially one of weaker values? There was no honor in it. From this, she made a deal with Cirris: if he helped her complete her Daysleeping Travel, she would help him find a boat and make it to safety. It was an ambitious endeavor, but both parties were in agreement.

And so began the start of an unusual friendship. It was rocky at first, of course. Cirris was a man who had learned to get by on trickery and deceit; Karhu believed in a more honest approach to situations. They often butted heads, with the promise the reason they stayed together. Tensions lessened as weeks passed. The two found steady roles in their travels. Karhu hunted, Cirris searched for roots and berries, and, if unpleasant company were to come their way, both would eagerly fight.

Stories were also shared between them. Cirris talked about his travels prior to his enslavement, and how odd some of the jobs he had to take were. In return, Karhu talked about her family, the old tales they had, and their traditions. Then, after a good amount of time and trust had passed between them, she explained about her journey. She revealed that she was meant to find her True Dream, but not once managed to figure out what that meant. They were nearing the end of their travels, and still, she had no clue of what that was, or how to achieve it, or if her family would still accept her after not finding it. Then Cirris talked about his past. That he believed he was an awful person. That he wanted to change. That he wanted to stop caring about the coin and end being a mercenary. Maybe even put his skills to good use by joining those King's Wardens blokes he'd been hearing about. So, the two made a second deal. If Cirris still wanted to change and Karhu still felt incomplete, they would leave. They would meet up at Morcrest, join the Wardens, and do whatever accomplished good people did.

When Karhu returned to her family, there was much rejoicing. Questions and suspicion about the strange human with her, of course, but a quick explanation sorted out any trouble. A celebratory feast was held, and life was joyous. But not completely. Though Karhu laughed and danced and embraced her missed family, deep inside she still did not know her True Dream.

The following morning, Karhu escorted Cirris to the ports. A few ships were headed to Etvia to trade some Kethian novelties. The plan was for Cirris to catch a ride on one of them, and from there head towards Morcrest. He insisted Karhu come along, but she refused. She had a family to take care of now. The two embraced, cried, and parted ways for the last time.

Years passed. Karhu watched siblings and cousins grow up, take their journey, and return utterly changed. She pretended that she had found her journey's goal. She used Cirris' tricks to lie her way through celebrations, forcing a smile as she watched others so much happier than her. She hated it. Jealousy was petty, Karhu knew that much. But three years of it builds up. She grew short-tempered and spent more time alone. Others noticed as well. Finally, her grandmother cornered and questioned her change in attitude. Karhu broke down. She admitted to never truly knowing what they meant by True Dream, and that she felt like the journey was a failure. Karhu braced herself, certain that she was in trouble. To her surprise, her grandmother merely smiled and hugged her. "The True Dream is the acceptance of who you are," she had said. "The journey is merely the realization of it. And some journeys just take longer than others."

The next day, Karhu sneaked onto a ship headed to Etvia. She kept close to the less civilized areas, as towns didn't exactly take kindly to her race. After a few months, Karhu found work under an elderly, senile farmer living alone in the rural countryside. Desperation and bad eyesight were her saving grace. She proved a hard enough worker, and her only pay requirement being a place to sleep kept her around. When the farmer died and passed his property onto his estranged son, Karhu was quick to leave towards Morcrest. She had no interest in finding out if the son was as kind to Inguz as his father.

Her travels came to a head in a small town in the southern parts of Morcrest. Need for food and a place to rest lured her in, but it was the announcement of Warden recruiters compelling her to stay. Karhu was reminded of the promise she had made to Cirrus so long ago. It had been years since she'd last seen him -- she didn't even know if he was still alive -- but she signed up nonetheless, a small part of her hoping that this was her True Dream. Karhu has been with them ever since.

 
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Rayn Mormont | 20 | Human | Pro-Magic​


Time with the Wardens: 2 Months


Fea-Bow: (Archer X Spellsword)

The marriage of keen marksmanship and magical prowess. By altering the properties of munitions or crafting arcane arrows the Fea-Bow executes combatants from afar. Supporting allies with precise and deadly covering fire. Granting these archers a fabled reputation. They are named Fea-Bows due to lore suggesting that the first practitioners of this combat art used it to hunt fairies and spirits. Magic used by these archers are only taught through oral tradition. Roughly a dozen Fea-Bows remain in the world. Some serve in militaries, while others hunt Banes or seek to simply preserve its teachings.


Equipment:

Armor
  • (Mormont Cowl) The family cloak passed down to the firstborn sons of the Mormont. A sleek blue cloth decorated with a layer of raven feathers. This cowl wraps around the head and neck before sliding down the back to end in at an acute angle.
  • (Diamond Eye) The monocle device Rayn uses for improved vision. This miniature spy-glass uses several lenses which allow Rayn perception outside the scope of normal men. A brass cylinder houses the inner workings. Its length is roughly 2 inches.
  • (Cloth and Leather Mesh). A collection of blue-dyed cloth and leather for his normal armor. It's light-weight, allows him to be agile and mobile.
Weapons
  • (Grace) A long-bow painted black with a polished finish. Not often used in direct combat but for more traditional 'sniping' with heavy arrows.
  • (Talons) A shortbow dyed Mormont colors. Rayn's most used weapon, used in closer ranges than a longbow.
  • (Quiver) Holds up to 20 arrows.
  • (Throwing Knives) Up to 10 small projectiles
  • (Whip) 15 Ft Long

Gear
  • (Parchment) 5 Sheets
  • (Charcoal Pen) 3 thin sticks of charcoal. Used for fire or writing.
  • (Bag of Mix) 1 pouch of mixed berries and nuts.
  • (Water and Wine Skin) 1 Water skin, 1 Fire-Water skin
  • (Medical salves) 4 Basic medical salves
  • (Grappling Hook) And 30 feet of hemp rope.
  • (Tinkering Tools) Several sets of small tools.

Spells:

Mana Pool - Low

Major Proficiency - Offensive (Arcane)

  • Mana Bolt- A powerful bolt of arcane energy forms and launched at high speeds.
  • Pure Barrage- A collection of mana is stored and fired in a single direction. This single bundle of mana releases several dozen small projectiles in a wide cone. Traveling up to 100 yards in a circular wall of 10 feet in diameter.

Minor Proficiency - Alteration (Arcane)
  • Ironize- Any object is taken and becomes iron temporarily.

Strengths:

  • Bilingual-- Can read, write, and speak in Common and Dwarvish.
  • Educated-- Knowledgeable in multiple areas of study. Mostly science and arcana related.
  • Noble-- With the Mormont name, he has limited renown. Knowledge of other houses.
  • Crafty-- Capable of devising creative solutions quickly and is generally creative.
  • Designer— Strong talent for aesthetic and productive design, color coordination, and the like.
  • Keen Trajectory-- Using both mathematics and physics factors to enhance his archery.

Weakness:
  • Susceptible Conditions -- Rayn is easily discomforted if his surroundings aren't ideal.
  • Fading vision— Vision in his eyes have started to gradually worsen.
  • Immunity-- Catches colds and flues easily.
  • Oblivious-- Normal social ques aren't fully understood.
  • Close Quarters Novice—Poor combat capabilities when in close range combat. I.E. swordsmanship, hand-to-hand, ect.

Appearance: Standing at five foot - eight inches and with an average. He has a simple build with athletic that does not suggest above-average strength or impressive features. Rayn has tanned skin due to genes and his time practicing outside. His eyes are bright blue, yet his left appears slightly hazy and gets gradually worse as the years go by. His hair is dark like raven feathers and meets his upper back. Aside from his armor, he likes to wear grays and blues. Normally jerkins.

Personality: Rayn is a well-mannered, well-meaning member of society. However, he doesn't like interacting with society too much. He is focused on his work more than he is forging bonds. Yet he isn't apathetic towards anyone -- no matter their race, magical beliefs, or kingdom of origin. Though at times he does feel superior to many others due to the knowledge he holds.


Biography: Rayn Mormont was born into House Mormont, in the nation of Ketweland. The fifth child of Bastyn Mormont, Rayn would not provoke interest until much later in life. His older siblings would go on to notable roles, a man of political intrigue, a knight, one a naval captain, and yet another was a masterful sorceress. All contributing to Mormont's' tradition of producing leaders and warriors. Yet Rayn had far fewer physical capabilities than any of his siblings demonstrated. Paired with the near-blindness of his left eye, Bastyn questioned what he could do with his son. Banking his hopes into Rayn developing a strong intelligence.

For the majority of Rayn's younger years, the Mormont cub was tutored from noon to dusk. To everyone's pleasure, Rayn didn't struggle or resisted any effort put into his education. The boy hungered for knowledge and would grow into an intelligent adolescence. It was in his tenth year that Rayn drew the first design for a monocle to improve his vision. It would also allow the boy to watch people from afar. For the boy was very shy and would be reluctant to involve himself with others his age. A fear born of nothing, yet strong as faith.

A dwarvish tutor by the name of Juhi took interest in Rayn. Rayn sought aid from the dwarf to improve his monocle-spyglass. It amused the dwarf; seeing a human boy coming up with such ideas. The dwarf aided the boy in his quest to construct this tool. After some time Rayn and Juhi were successful. After the construction and display of Rayn's first gadget, Bastyn Mormont would celebrate his son's enthusiasm and hard work with a hunting trip in the western Kingdom of Keth.

While in the country, Bastyn and Rayn spent several days stalking and hunting elk and boar with acquaintances of Bastyn. Most of them being expert trackers. Rayn was uncomfortable with the experience at first but grew to become accustomed to the environment. One of his Bastyn's oldest friends, Kolin Draft displayed an unusual form of archery. Infusing magic into his arrows in order to strike down a game from further distances. The art of Fae-Bow. Rayn grew so interested in the practiced that the child spoke with Kolin and asked to be taught.

Kolin humored Rayn and instructed the boy on the basic principles of archery. The child was enveloped instantly, sadly he demonstrated no natural talent or skill. Bastyn made an offer to pay Kolin as an instructor to Rayn. Kolin did not agree at first but realized he was growing old and the number of those that practiced the art was growing smaller. This reality caused Kolin to agree. For the next several years Kolin instructed the young Rayn in the art of magical archery; Juhi taught Rayn mathematics and sciences. Through Kolin, Rayn learned how to command his limited mana, developed exquisite archery skills, and learned the lore of the Fae-Bows. Learning the belief that first practitioners developed the form of combat to kill mischievous fairies, spirits, and other magical beings that sought to do harm. Through Juhi, Rayn learned mathematics and physics, and how they were used effectively. Through their use, he became an acceptable tinkerer and used his knowledge of physics to improve his other field of study. In addition, Juhi's sponsored Rayn's entry into the Guild of Craft and Science.

By the time Rayn grew into young adulthood, The King's Wardens had come seeking to enlist Bastyn – a renowned swordsman and charismatic man. Due to his age, Bastyn declined humbly, yet offered his son as a replacement. Responsibility was something the young man wasn't used to having. Paired with the concepts and ideas the Warden's held, however, Rayn took the change to his life in strides.
 
[fieldbox="Ludivine Lachance, red, solid"]
Ludivine Aglaia Lachance, formerly Hestia Aglaia Michelakis.
Female, aged 22, human. Born August 19th 953. 173cm/5'8'' 60kg/132lbs
Tall and slender. Blond hair, green eyes, fair skin. Pierced ear.
A friend of the people, whose youthful fire is a sight to behold.​

A lively woman of the stage, Ludivine lives to please the crowd, but longs to shine on her own merits. She doesn't deal well with having to rely on others, or being disliked, and will go the extra mile to gain favor, whether they be a noble or a commoner, human or otherwise. Elliria is her stage, as she says, and if she can't meet the crowd's eyes with a smile, she doesn't deserve to stand upon it.

In spite of her noble upbringing, and especially due to her familiarity with the struggles of commoners, the magic-unable, and the homeless, Ludivine is a hard worker who is unintimidated by unskilled or hard labor. She is very much in shape and capable of pulling her weight: carrying her own equipment, preparing food for everyone, and maintaining their armor and weapons. Even at home, she couldn't sit still, and why do pushups when there is so much work to be done that the maids sometimes work without sleep? She may be "Kalico's hottest woman," but sitting around looking pretty is for portraits, not people.

Ludivine is accustomed to being the center of attention, for more reasons than just her looks. She is openly, proudly, and joyously magic-able, and loves to flaunt it. She will use it anywhere, all the time, for any reason, especially to help people. Cold? Stiff shoulders? Tired of walking? If a problem exists, there is magic that can solve it. For millennia, humans have stolen from nature to make tools. Magic is a tool like any other, in her mind. It should be treated with respect, but it exists to be used, and if there exist people that oppose her use of it, those people are blind fools.[/fieldbox]
[fieldbox="Wardens' Record, goldenrod, solid"]
  • Age 1-7: Childhood, raised in an Artanese noble house. Did very little besides household chores.
    Age 8-15: Studied magic at an Artanese arcanium.
    Age 12-15: Studied Artanese theatre.
    Age 15: Death of her father, by becoming a bane. Several of her siblings are killed. Loses her home and reputation.
    Age 15: Outed locally as a bastard child with a non-mage mother. Survives by the graces of only her most adoring fans.
    Age 16: Picked up by Duke Avremarus, who was by now familiar with her performances, and desired her for himself.
    Age 16: Given a new name by the Duke. Starts using the name, Ludivine, as her stage name.
    Age 16-22: Performances across central Elliria, including Kalico, Artana, and Morcrest. Serves as the Duke's mistress.
    Age 16-22: Continues to study magic and perfect her art while abroad. Assists the maids with their work while at home.
    Age 17: Birth of Ludivine's first child, Ignace.
    Age 19: Birth of her first daughter, Eirene.
    Age 21: Gives birth to a second daughter, Jeanne.
    Age 22: When the Duke passes away, Ludivine is exiled from her home, and acquired by the Larkins.
    Biography

    Ludivine was born in Artana, under the noble family of Michelakis. Her father, Andreas, named her Hestia, and she was recognized as a child of the Michelakis family, despite being born outside the family wedlock. Her biological mother, whose identity remains unknown to her, was a rumored non-mage, a trait that was heavily undesirable for Artanese children. This secret was kept from the public, but was well known within the family. As a result, Hestia was never quite held in the same value by her mother and siblings. Her closest relationship was with her father, who was an accomplished Mystic. Hestia took a very early interest in magic, helped him with his experiments whenever possible, and became well acquainted with the Michelakis family's secrets.

    Her siblings would often tease her, because her becoming a mage was not a given. Her patience and her curiosity were rewarded, however. One day, when one of her brothers took the running joke of her never learning magic a bit too far, Hestia found her anger boiling over. The tea in the cup held in her hand started to boil, as well, and this was seen as a sign that she would soon become a mage.

    Hestia was sent to the arcanium to study magic. Her life was about to change forever, but in her mind, her life had only just started. Only now did her mother seem to love her. Only now that she had magic was she worth something to the family. Only now were there any expectations that she could become something. These expectations were both a blessing and a curse. On the one hand, now she had to become something. On the other hand, she had leverage. Her magic was like a tool. She could use it to get her siblings to stop teasing her. She could use it to get rewarded for her hard work, where until now her maid-like chores at home had been taken for granted. She could finally help her father with those experiments that interested her so much. All of this became possible because she had magic.

    These benefits didn't come easily. The Michelakis family was infamous for producing a lot of banes, which did her very few favors. She felt scrutiny coming her way from students and teachers alike. All eyes were on her, which did mean that she got plenty of attention from the arcanium staff, and her dedication to learning did not go unnoticed. Unfortunately, the students did not take so kindly to her. Hestia had many siblings, none of whom shared her father's blond hair. The rumors practically spread themselves. Fortunately for Hestia, none of this affected the quality of her education.

    Hestia found herself drawn to Illusory magic. In some ways, it was easy to see why. For a nobleman's child, it was important to keep up appearances in general, but for her, manipulating others' perception of her was paramount. Letting her beauty shine through all the nasty rumors was just the icing on the cake, though. With everyone's eyes always on her, her only coping mechanism was to relish in it--the attention, both praise and scorn alike--the curiosity and the expectations. Just like that, Hestia decided she was going to study Artanese theatre and become an actress. Her mother was ecstatic.

    Hestia's success grew, but she saw diminished returns. Her father had conflicting feelings when she received personal instruction from one of his favorite teachers, who had previously refused to tutor him in Profane magic, due to his family's history. As Hestia's success in her acting grew, so did her mother's bitterness toward her husband for not gifting her with this child. Previously, she had cared little for the girl, but now that Hestia held some kind of value to her, her status as a bastard child had suddenly become a sore spot, and her jealousy was a force to be reckoned with. Hestia's siblings now had to work extra hard to show her up, where they had previously been content to score well above average without trying too hard. The stress of having their parents suddenly bicker and demand more from them was sudden and extreme compared to their peaceful and comparatively easier life prior.

    Lacking success in his experiments and feeling pressure from all sides both at work and at home, her father snapped. He retreated to his lab and would see no one, not even his daughter. Eventually, he emerged a changed man, and at first, he seemed joyous. He had finally succeeded, or so everyone thought--but this was just a facade. Hestia's father had become a bane, and no one would realize this until it was far too late. One day, he went on a rampage throughout the city, apparently searching for Hestia's biological mother. When he failed to find her, he came back to find his daughter instead. With the help of her mother, all of her siblings, and many magic-able bystanders, they took him down.

    Several of her siblings died in the battle along with her father, and her mother blamed her for it all. He had come for her, not his real family. Their deaths were Hestia's fault and no one else's--she herself found it hard to deny. Hestia watched her family fall to pieces in front of her. She was exiled from her home, and outed locally for what she was--a commoner's bastard, with only one magic-able parent: a father who had succumbed to the influence of a demon and become a bane, ravaged the city, and attempted to murder his own family in cold blood. When she attempted to appeal to her doting instructors from the arcanium, she found herself suspended. Even her magical talent held no leverage anymore. The man she had been arranged to marry no longer wanted anything to do with her--she was on her own.

    Hestia lived on the streets, and her only sympathy came from what little remained of her local fans. It was fortunate that she herself was such a talented actor, and could tell those who genuinely wanted to help her from those who sought only to exploit her current weakness. She was scorned, but not to the degree that anyone was going to gather a mob and go after her. Her fans kept her safe and fed, but that was all they could really offer. Gone were the funds she needed to rent a big stage, even if she had enough fans left to turn a profit, which was unlikely. The only silver lining was that what little success she got was hers alone. Her accomplishments could no longer be "claimed" by her parents. She was no longer a trophy daughter. However, as she would be reminded, she was no one's child.

    Hestia was at her wit's end. Her life was in shambles, and going nowhere. To top it all off, there were the night terrors, and the sleep paralysis. Her entire family was very acquainted with spirits, and she knew that these might be signs. All of this was just the beginning of her end, or so she thought.

    Then, just when all hope seemed lost, a rumor: Duke Avremarus was coming to Artana to plan some business deals. The Duke was familiar with Hestia's performances, and it was a celebrated fact in her family that the Duke wouldn't leave until he got one. Her insecurities would have to wait on the back burner for a while; she couldn't leave this world until she performed one last time, she decided--and perform for him she would, on a stage rented with money out of the Duke's own pockets. Once it was decided that she would perform, the nightmares abruptly ended. She had rediscovered her "youthful fire" that the Duke so adored. At the time, it was but an ember lingering in the ashes, but the Duke, smitten with her passion, had a proposal. He would take her with him to Kalico, and give her both a new name and a new life. Her story would spread like wildfire. A downtrodden woman of the streets, working hard and rising to the top of society? The Kalician common-folk would love it. No, even past the borders of Kalico--all of central Ellria would enjoy her performances. The Duke was offering to hold her up until she found the strength to stand on her own again. All she had to do was become his.

    Perhaps the Duke felt real sympathy for her, or perhaps he saw an opportunity to acquire a potential asset, and keep her in his gilded cage near the Etvian border. It didn't really matter. She was offered her old life back, and then some. Right now, in Artanese society, she was the equivalent of unwanted trash, but in Kalico, she would become a celebrated cultural icon. Her youthful fire would become the passion of the people. In that moment, Hestia became Ludivine, and she became his loving mistress. Breaking off her betrothal was a small price to pay. Her husband-to-be had surely just been biding his time waiting for her to do it so that he wouldn't suffer the backlash himself--and besides, Ludivine was leaving this life behind. What of the opinions of those who had already scorned her? Let them rot.

    Was her new life ideal? It was difficult to say. Even if she had accepted it willingly, she'd lost some of her freedom. In her new home near the Etvian border, she was made to wear a collar that prevented her from using magic. The Duke argued that this was for her own safety. Ludivine was hard-pressed to deny it. A free mage was a novelty, but also a terrifying weapon, and being one of only a handful of magic-able women close to any of the Dukes gave her a lot of leverage--at least, in theory. Ludivine found that, actually, she had very little power, and was nearly helpless without the Duke at her side.

    Even simple arrangements like transportation were difficult. Many citizens refused service to mages who were completely unchecked like she was. The Duke gave her anything she wanted, but only so long as she was obedient and met his expectations with a smile. She was not wealthy; she received funds from the Duke. She was not powerful; she made arrangements with the Duke. She didn't make love to the Duke; she tended to the Duke. She didn't have heirs; she had children. These distinctions were, in effect, small, however, and she would often tell the Duke, quite truthfully, that she loved him.

    The Duke was kind to her, but also cunning. Any happiness she received was received from him. Her performances were for him. She would only be allowed to use her magic while abroad with the Duke, so her magic was for him. She, herself--Ludivine--everything she was, is, and ever would be, was for him, and no other man, Duke or otherwise, could have her. Even her beloved children were gifts from the Duke. He had given her this life, and he would make sure she knew it. Ludivine, however, did not hold this against him--far from it. If she had held any regrets that her "rise from the ashes" story was a farce, that was on her. She had tried and failed to shine on her own merits, back in Artana. The Duke was blameless in this regard. She was picked up, cleaned up, turned into a product, and sold to the people of Kalico--but that was what she had chosen. Any failure, past or present, was hers to keep.

    Her life as an actress was successful, however. The reception in Kalico was mixed, but the positive reception in Kalico was the most positive of all. Her freedom as a mage was a point of contention, but that only played to her act as a strong, independent woman of the people. Her loudest critics would be quickly and mysteriously "quieted" if their protests ever started to stray into "dangerous activism."

    That is to say, her loudest critics were silenced. Her harshest critics were closer to home: the Duke's wife, and other jealous mistresses. Since Ludivine was a mage, and doted on so thoroughly, rumors spread that she had bewitched the Duke. It wasn't entirely unbelievable; Ludivine was most proficient in Illusory magic, and an accomplished actress to boot. Ludivine herself had no real retort. If she had wanted to, she could do it. Maybe she did. Perhaps not just the Duke, but all of central Elliria was "bewitched?" The Duke would hear none of these rumors, and treated them as a joke, just like that.

    Unfortunately, this "joke" brewed like poison, and everything came to a head when the Duke became gravely ill. All eyes were on Ludivine, and she knew those looks all too well. Fearing for her children's lives, she pleaded with the servants of the Avremarus estate. Whenever Ludivine had been forced to stay home without the Duke, she would often help the maidservants with their work. She had to stay in shape somehow, and she pitied the maids, who were sometimes forced to work without sleep--and they pitied her, unable to practice the arts she loved so much at home. She had strong rapport with the maids, and it was about to pay off. Ludivine had her daughters sent off to the church, under the pretense of getting them away from the "awful state of affairs at home," to live safely under the watch of Grand Cleric Clelia. Her firstborn son was out of her reach; she could only pray for him as the Duke's condition worsened. Up until the very moment he passed on, she did not--could not--leave his side, and she mourned his passing.

    As expected, Ludivine was blamed for his death. If the constant traveling hadn't given him something nasty, then perhaps he had been haunted by spirits, which were no doubt roaming the streets freely in Artana, where people practice the dark arts. Perhaps Ludivine herself had practiced Profane magic in the presence of the Duke. A free mage, flaunting her magic everywhere? She was a bane magnet.

    As long as she remained by the Duke's side, she had been safe, but as soon as his wife entered the picture, it was decided what would be done with Ludivine. She would face public trial, her reputation would be destroyed, and only then would she be allowed to be executed--made an example of for all. Free mages like her, even in the iron grasp of the most powerful man in Kalico, couldn't be trusted. It was a devastating blow to Ludivine, who had spent nearly a quarter of her life trying to show her fans in Kalico that magic wasn't something as scary as that. "History" was about to prove her very wrong.

    Who else would come to her in her cell but the Larkins? Watchdogs of Kalico's underworld, they were the antithesis of her youthful fire. Cold and calculating, it would only be fitting for them to snuff her out right then and there. However, they were not there to chauffeur her to a public trial. They were here to collect. The Duke had gone to great pains to make sure Ludivine's old identity was never discovered, and that she was never taken from him, either by the Inquisition or by another Duke. A public trial and execution would cost money, but more importantly, it would cost them an asset: Ludivine. She had spent six years in close proximity to the Duke. Very close proximity, in fact. The information she may have was potentially more valuable than any price the Inquisition was willing to pay to acquire her. In fact, not only did they intend to twist some arms to save her life, they had a new job lined up for her.

    She was to join something called "the King's Wardens."

    Ludivine knew she was getting a raw deal, whatever it was. She knew it so well that she had veritable flashbacks to her downtrodden life in Artana, before the Duke gave her a new life in exchange for her freedom, turning her into a political asset, and a deliciously scandalous conversation piece amongst the nobles. Now, the Larkins were going to do the same--make use of her. Only this time, she couldn't even refuse. Even if she wanted to choose death, it was beyond her power. The Larkins knew where her children were--the Larkins knew everything. If she ever disobeyed them, "accidents" may occur.

    There was no need to sign a contract. The Duke had already done it for her. Ludivine felt betrayed to learn that she had been "on loan" to the Duke the entire time they were together. Perhaps his death had been no accident, after all--but Ludivine had no time to think about that. There was work to do.
  • +A strong woman, despite her subversive tactics. Could physically take down a frail mage.
    +A cultural icon of Kalico, and a compelling actress. May be able to defuse dangerous situations and forge strong alliances.
    +A strong work ethic and a surprising number of practical skills. If there is work to be done, she'll do it.
    +An informed woman. Spent 6 years next to the most powerful man in Kalico. Holds a lot of secrets.
    +Well-traveled throughout central Elliria. Speaks Common, Southern, and Old Tongue.
    +A walking campfire. No one freezes to death with Ludivine in their company.
    -Form over function. Her flashy, refined movements will impress a novice, but she has no combat training or experience.
    -A control freak who relies on Illusion magic for comfort. Her insecurity runs deep. If she can't use her magic, she can't relax.
    -Despite her strong work ethic, she has still lived nearly her entire life in nobility. Her survival skills are almost nonexistent.
    -Deathly afraid of her family's legacy. Spirits terrify her, and she has frequent and vivid nightmares of banes.
    -Spiders and cobwebs disgust her deeply. If there's one near her, she won't be able to concentrate or sleep comfortably.
    -Having lived most of her life in Artana and Kalico, a deep-seated distrust toward elves was ingrained in her from birth.
[/fieldbox]
 
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[fieldbox="Hlynn, #6666ff, solid, 15, Arial Black"]

Age: 25

Gender: Female

Race: Human

Class: Mystic

Position on Magic: Pro-Magic/Pro-Profane

Time with the Wardens: 2 Months

Equipment:
Combat Gear: A small dagger, a long cloak, light leather armor
Other Equipment: Whetstone, cold iron ring, backpack, sleeping roll, flint and tinder, chalk, a water skin, and a lantern.

Mana Pool: Low

Spells:
Virulent (Major)
(Gentle Wave, Heavy Hail):
This spell allows her to slowly summon a large protective sphere of magic around herself, sustaining it with mana or blood. While she has little trouble keeping this shield on her person for several minutes, she can expend much greater effort to have it extend in a much larger radius, for an equally much shorter amount of time. This shield is very difficult to penetrate by mundane means, and magical abilities have trouble getting through as well. People cannot enter or exit the shield once it has been put up. However, it is two-sided, meaning that anyone attacking from inside the spell will have equal trouble attacking from within it. The shield is also semi-opaque, and looking through it is like looking through a cloud of fog. It is completely immobile, and needs to be built up over a period of 30 seconds to 10 minutes, depending on the size of the shield she is trying to construct. At its biggest, she can hit about a 30 foot radius - however this only lasted a few moments before draining her mana completely.

(Beautiful Melody, Bright Burst):
This spell allows her to summon up waves of energy around herself and release it as a short-to-mid range attack of pure magical energy. Depending on how much blood and mana she uses, she can summon up more to keep up around her as a reservoir of ammunition. This ammunition is maintained through very minor mana consumption until she uses it all, falls unconscious, or dismisses it. She directs the energy with hand motions, and can fire it off at speeds rivaling an arrow from a bow, but with less accuracy. Her average is around 5 energy bolts to a reservoir, but she can manage more if she pushes herself. It takes about 15 seconds to create a new bolt, so summoning multiple at once for combat purposes is desirable. If she fires one bolt at a time, they are single-target, but if she amasses 5 together, she can fire them all together - when they hit something, they create a small explosion of magic with about a 10-foot radius. She can also call it up as a more specific element - Water, snow, or air, though this takes more energy than standard to call and maintain.

Conjuring (Minor)
(She is but a Distant Memory):
Hlynn has learned to summon a particular spirit to her aid with this spell, and finds that calling this spirit is easier than others. In order to induce familiarity, she will often summon it into an animal and then keep that animal as a pet for a day, before dismissing it. While she can summon the spirit in a pure form for short bursts (only a few moments), she prefers not to, as its visage is frightening to her. Regularly, she can summon the spirit into a body for several hours, up to a maximum of a full day before it is de-summoned. The spirit is skilled in combat, about as much as a competent soldier, able to wield melee weapons and fight unarmed with some skill, but Hlynn is protective of it, fearing its injury if in a body that gets destroyed. She can dismiss this spirit from a body at will if she is touching it.

Blood (Minor)
(We are but Listless Strands, Which Cannot Touch):
This song gives her the ability to send her own blood to strike out in small crimson tendrils at nearby attackers - this can cause minor cuts, but that is not the real power of this ability. If she can guide a tendril inside someone's open wounds, she can infect their blood, causing it to rebel against the host's body. The tendrils attack at the victim's body from the inside, poking and slicing at nerves and organs. This envelops the target in an immense amount of pain, and can stop large creatures in their tracks. This causes only minor damage, leaving mostly a few heavy aches and pains in the average person, but can knock a weaker person unconscious from the pain. She can only control these tendrils within a few feet of her, and as such the effects of the blood infection only last while she's within that range (however, the pain may take some time to fade). This takes a moderate amount of mana to conjure and maintain.

Strengths:
+Survivalist | Skilled at surviving in harsh environments - setting traps for food, catching animals, which plants to eat, etc.
+Creative | Comes up with strategies and magical poems on the fly, and also created her own magical techniques.
+Powerful Spellcaster | Profane magic gives her strength, and that strength is of a fairly high magnitude.
+High Pain Tolerance | She cuts herself a lot, and has gotten used to the feeling of blade on skin, as well as other, external pains.
+Intuitive | Her guesses tend to be right.

Weakness:
-Suspicious | She does not trust anyone, and trust does not come easy. She often must split focus in combat with allies and compulsively lies about herself.
-Fragile | While she can stand a lot of pain, her constant use of blood magic makes her highly susceptible to physical attacks and damage. Also pretty anemic.
-Inexperienced | She has been in a few fights, but does not have any real knowledge about the world, history, mathematics, etc.
-Low Mana | While she can cast powerful spells, her inner energy is quick to run out, requiring her to use blood magic for almost anything above the lowest capabilities of her basic powers.
-Scarred | Her arms and legs are heavily scarred from her practitioning of the profane arts, and as such anyone who sees them can be thrown off or suspicious of her magical abilities.

Personality:
Hlynn is a girl with a chip on her shoulder the size of a mountain. Still, she tries her best to be polite when meeting new people, and makes an effort to do good when she sees the chance for it. However, she is very shallow and secretive in her conversations, not wanting to reveal too much about herself. Her desire to do good is mostly selfish - she wants people to like her, or at least not see her as a threat. She attempts to live each day to the fullest in terms of seeing and doing new things. She doesn't hesitate to jump into a fight if it's something or someone she cares about, but if she is not personally involved, she gages it carefully to see if it is something she must participate in.

Biography:
"I choose how I die." The phrase rang in Hlynn's ears as the girl's neck spurted blood, sending splatters of the dark liquid across the snow clad earth. The body fell, hard, slamming into the snow, twitching and sending a pool of dark red liquid spreading across the frosted ground. Hlynn could not turn her eyes away, and her mouth was open in an expression of pure horror.

Even as a child, Hlynn was very secretive - finding little pieces of metal, dead leaves, small sticks, and hiding them about her bedroom. An only child to her single mother, she often had to go out for chores and work, despite her young age. She was taught to never talk to others - her father, it had seemed, was not somebody her mother wished to talk about. Her father was someone that the village did not like, that much was certain - but Hlynn never knew more than that. However, their shared secrets suited Hlynn - both of them liked their privacy.

Her mother, Miranda, was kind. They lived in an average-sized village in a snowy valley of Norboro, hateful of magic as many are. Very traditional and very suspicious, Miranda chose to keep her and her daughter out of the public eye as much as possible - an impressive feat, considering the amount of gossip that made the rounds daily. In their isolation, she always had enough to eat, they played games of chance and had long, drawn-out discussions into the night.

As they grew older, however, Hlynn noticed her mother becoming more distant and cold. Though she still pushed for the talks and games, they became more forced every day, Miranda coming home from her job as a seamstress and immediately going to sleep, without so much as a "hello". When confronted about this coldness, Miranda didn't answer, just gave a sad smile and replied, "it's not your fault." What Hlynn did not know, however, was that she had been exhibiting signs of magic in her sleep - in her dreams and nightmares, currents of magical energy would shower off her body. Her mother did not tell her, in fear of the village killing her child if she revealed it.

Hlynn began to pursue other relationships, but it was difficult - she could relate to few people in her village, with her previous life of secrecy having been too effective. However, there was one girl, who seemed to see something in the young girl. "I'm Kethel," she introduced herself. It was late, just as Hlynn began to do her grunt work for the village. They talked for hours, late into the night, both wrapped in the same blanket to keep warm. They promised to talk again, and Hlynn was happy, for a while.

They began to spend the days and nights together. They did their chores and their village grunt work together, as well as went out and explored the surrounding country, and the years that they spent together were the happiest Hlynn had ever been. When she was with Kethel, she felt like nothing could hurt her. At nights, they would run away from the town meetings to build their own snow tunnels out in the woods, and talk and think about the future. That's when Kethel revealed her abilities to Hlynn. They were amazing, sending beautiful sparks of electricity through the air current and carving out small burns in the snowy walls that they touched. When Hlynn touched Kethel, she could feel her hairs standing up on end.

But it was Kethel's bravery that made Hlynn fall for her. She would skip village work, tempt wild animals with food just to get a closer look, climb to the very tops of trees just to gaze, wonderously, at the world around her. Whereas Hlynn had spent her years trying to stay under the radar and do what she was told, Kethel always wanted to try new things, do new things. "I've got to live every day like it's my last!" She would cry, perched precariously on the highest branch of a snow-covered tree. For the first time since she was a child, Hlynn felt truly happy. They shared their first kiss beneath the single, dead tree next to the frozen lake, and Hlynn could feel static running through her body.

Not everything was pure and idyllic, however. Hlynn could feel the sadness radiating from Kethel when she was asked about her family. She always had bruises she tried to play off as being from exploring outside. Every day she would go home, and as they walked together, Hlynn could feel Kethel's feet dragging. Hlynn never really met Kethel's surviving parent, her father, but she would wait at the end of their property line, at the behest of Kethel. Kethel's father was a well-respected hunter in the community, bringing in all sorts of hard to catch meats, but that was all Hlynn really knew. She didn't think much of it at first, but as time went on, she could tell there was something sinister going on there. Eventually, she decided to stake out the house after Kethel had left, and determine once and for all what was going on.

Through a crack in the curtains, Hlynn could make out Kethel, yelling something at her father. Then, a hard slap, and Hlynn could feel the impact from outside. A range of abuse quickly took place inside, with Hlynn frozen in fear outside, tears streaming down her face. She didn't tell Kethel she knew, but only tried to hug her tighter when they were together. She didn't know what she could possibly say, what she could do to make this stop.

And then there were the magic trials. Year after year, there were accusations - someone would see a large wind gust around someone, or a villager had an exceptional way with animals or healing - nearly instantly they were accused of possessing magic and were put on trial. There were a few tests they would be put through, a burn here, a poke there, nothing too wounding, to draw out any magic as a self-defense mechanism. Very few actual mages were found, but there were a few that Hlynn could remember. They were taken away, and publicly executed. The lynching was long, ritualistic, and painful, hanging them up to a large wooden post, beating and stabbing them, until they finally died from their wounds. It was brutal, but the town council determined that it was the best way to dissuade more magic from cursing their town.

Hlynn didn't like to watch. But then there was Kethel. Kethel, who was proud of her power, even as she kept it a secret - who liked to practice out in the woods, letting bolts of electricity fly from her hand to see how big of an arc she could create. It was only a matter of time before someone caught her, and brought her back to face the trial. Kethel cried out as the pain reached her, involuntarily sending sparks up the small shortsword and severely burning the hand of the man that did it. She was immediately grabbed, and began to kick and scream, trying to get away. Hlynn would never forget her grim face, as she stole a knife from one of the warriors, stabbing him in the jugular. When the others surrounded her, swords out and slowly inching towards her, Hlynn could see that Kethel knew that she couldn't escape - with only enough time to flash Hlynn a sad, tragic smile, and say her final words, she drove the knife into her own throat.

The crowd dispersed quickly, and Hlynn rushed to the body, cradling the still-bleeding girl in her arms, as Kethel's father approached, a blank expression on his face. "I always knew she was a bad egg," he sneered, before shaking his head. "Don't even think she was mine anyway." He waved a hand dismissively and turned, leaving Hlynn to sob over her love's corpse.

After that Hlynn fell into a state of depression. She didn't want to go anywhere, to do anything. Her mother, still withdrawn from her daughter, attempted to comfort her in her limited time at home, but nothing would draw her out of this depression. She barely ate and barely slept. Slowly, but surely, she began to come out of it. It started with going to work, the manual labor letting her work thoughtlessly, and then she began to go back to more social work. Not that she really wanted to go face the village people again. Nobody could replace Kethel, but maybe she could make a connection again. She was wrong.

That look on Kethel's face. Those words. Even as she tried to be more outgoing in town, they haunted Hlynn's dreams, and were the first things she thought of on that warm summer day when her powers first manifested. It was an unnaturally warm summer when the children began aggressively bullying her. Her relationship with Kethel had been fairly well-hidden, but her breakdown over the girl's death had drawn the ire of her peers. Why should she care that another magic user is dead?

With Kethel gone, she was no longer willing or brave enough to defend herself from these antagonists. They ripped at her hair and knocked her to the brink of consciousness, before taking her deep into the forest to that frozen lake (now thawed for the summer), and held her underneath, calling her terrible names and saying she didn't deserve to eat the same food they did, to live in their town. It didn't end well for them. Hlynn felt something rising up in her, as she watched the blood from her cuts float in front of her face, drifting in the water, starting to glow. She screamed, and the blood transformed into pure, magical energy, striking out at the boys and wreathing them in pain and blood. They almost immediately passed out, not dead, but in a huge amount of pain.

She knew then that she would never be safe. Never be free from this curse, this magic that would make everyone in her town try to tie her up and kill her. Like Kethel, she would be sentenced to a horrid death. She ran home as fast as she could, wanting to escape before the boys rose from consciousness. She had a plan - she was going to run. Luckily, her mother had been preparing for this. In tears, Hlynn confessed to what had happened at the lake, and Miranda immediately ran to collect the bag full of savings she had collected from working extra, and gave it to her daughter. "Run," she told her, "Run south. To somewhere where you can grow, where you can be safe. Do whatever you have so you can survive." With one final, tight hug, Miranda piled Hlynn down with clothes, supplies, and a pair of daggers, and sent her on her way.

Hlynn traveled for several years, avoiding towns and villages like the plague, camping out in the wilderness for most of her journey. She only went into towns when she absolutely had to, and never stayed for longer than a day. Out in the woods, in between villages, she began practicing. She didn't know much about magic, as it was never talked about in her village outside of lynchings, but she knew that she could feel power whenever she spilled blood. Whether it was hers or some unfortunate animal's, it boosted her own abilities tremendously.

Eventually she found that her talents extended not only to blood, but also to pain and powerful magical blasting spells. She developed her own techniques that resonated with somatic components and gentle, melodious talking. While it did not necessarily matter what she was saying, she found that it helped her focus the magic into points of power, as well as call up spirits in powerful forms, or into small creatures she encountered.

As she became more powerful, she heard talk of havens for mages, and began to look for a place where maybe, somehow, she could find a more permanent home. She was tired. Tired of travelling, of being alone, of training alone. Soon she made her way to Morcrest, where she heard tell of the King's Wardens, a place where she might be safer, might be more accepted as a mage. She quickly made her way to the place and inquired, hoping to find a place where she could be accepted and free.

Hex Code: #6666ff
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Jone of Black Wynnick, Faithful to the Creator​

Age: 24
Gender: Female
Race: Inguz
Class: Avian - Corvus
Position on Magic: Undecided
Time with the Wardens: A week
Equipment:
  • A rapier, smaller than average
  • A helm
  • A fine cloak
  • Clothes made of fur, leather, silk, and her own feathers
  • Cloth used as a binder, though sometimes she goes without
  • Medicine meant as a painkiller. She carries it in the form of crude bars.
  • A coin pouch affixed to her belt
  • A small pouch stuffed with mint leaves
  • A small knife used to cut her medicine
Her loyal steed carries the following:
  • Blankets, a hard pillow, and a tarp that can be used for a crude tent.
  • A lantern and three candles.
  • Waterskins and pouches for keeping bread dry.
  • A rarely used pipe.
  • Various pots and pans.
  • Whetstones, polishing rags, brushes, and flints for fire
  • Soap and other cleaning utensils
  • Underclothes and an extra pair of boots
  • A small mirror
  • Makeup and varying perfumes
  • Leather cords varying in width
  • The Hymmbook
Spells: N/A
Strengths: Swift, Keen Sight, Stealthy, Perceptive, Crafty
Weakness: Addict, Poor Stamina, Poor Strength, Moody, Illiterate

Appearance:
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Joan stands at around 5'7" tall. Her boots don't add much to her height, much to her dismay. She has a somewhat lanky build and still retains the softness of one who shirks training. Her black hair is kept long, like the knights errant of old, and it is kept clean whenever possible. Jone keeps it from peeking out underneath her helm by tying it up. Despite Jone's efforts of appearing human, there are a few tell-tale signs that she's deeply uncomfortable of. On her back lie two humps of scarred tissue - the remains of her great wings. Black feathers speckle these wounds and spread along her shoulders. Jone plucks them out whenever she can, leaving white scars pockmarked all over. Downier feathers sometimes has the habit of sprouting on her body but Jone removes these too.

Her skin is relatively pale but flushes heavily when she drinks. Besides her heavily scarred back, it is relatively clear. Two tattoos mar her thigh and lower belly. Her tongue often has open sores from all the medicine she takes and if one gets close enough, they can sometimes smell the blood on her breath. Her fingernails are tattered but have the appearance of being taken care of once. Jone has both the clumsy gait of a man acting twice his size and the sultry strut of a port-town whore. Her eyes also betray her Inguz heritage - they are most decidedly not human in nature. They are pure black with a tiny white speck in the middle. Jone is fond of make-up and applies it liberally. However, she retains her helm in many occasions due to her aforementioned eyes. She has a somewhat chirpy voice but she tries to make it sound deeper than it is.

Biography:
Jone spent much of her life in the port-town of Langpol. Located in the deep south of Morcrest, close to the Artana border, it wasn't an ideal place for a beggar child to live; let alone an Inguz one at that. The vagrants of Langpol weren't any different from those in other cities - they knew that numbers meant safety. Jone learned early on which groups overlooked her Inguz heritage but even the tolerant ones made sure to cover up her wings before they let her in. When her wings grew too large to hide, however, there were none that took pity on her. It was bad luck to be associated with a monster like her and beggars couldn't afford to lose whatever small fortunes they held.

During her time of living alone, Jone discovered that as an Inguz, she could transform into a crow. She liked it - for a while. To fly was a special gift and for once, she felt free from the confined alleyways. When she was especially hungry, it took less food for her to feel full. It also let her explore the areas she would never have been allowed in as a humanoid - noble estates held so much gossip. The most disconcerting thing was, however, the way humans treated her better as a bird than they did as a humanoid. As a "human", they chased her away from their scraps. As a bird, they praised her cleverness and tossed her breadcrumbs. But as good as the treatment felt, Jone knew that she could never live as a bird. It just wasn't her - she knew that she was more than a crow.

She'd always been a little angry over the fact that she was different. But that was before she'd known just how good humans had it. As a crow, she'd been able to treat the world as her theater. It was a tantalizing glimpse of the world she'd never know - made all the worse by the treatment she'd gotten for being "such a smart bird". But even this small pleasure of hers couldn't last for long. As she grew older and taller, so did her crow form. The window of being able to pass as a large crow had closed. There was no purpose to her transformation anymore - humans knew that she was an Inguz in both forms. At least in her humanoid state she could pass for a hunchback (though more often than not, her disguise was seen through in a manner of seconds).

It was the port brothels where she first thought she'd found acceptance. She had ventured there by accident - she'd ventured there for the fish they had left out as garbage that night. Upon seeing her wings, a crafty brothel keeper had coaxed her into his facilities with promises of food, drink, and a bed to sleep in. They were a curious thing, brothels. They made a man lose his inhibitions more than a drink ever could. Men who would spit on her outside would caress her inside. Sailors from all countries loved her - or at least, loved that she wasn't another sailor. It didn't take much to convince Jone to become a regular commodity. Whereas she was a freak outside, here she was an Crusader.

Life remained hard for Jone - but least now she was getting paid for the world fucking her over. Once, she even had a priest as her patron. He seemed especially pleased with her wings, remarking that they had come straight out of a mural. Sometimes, she had to deal with raids, the brothel-keeper, or terrible customers. Along with her clipped wings, her room had bars to prevent her from flying away. They were unneeded. Here, she could at least pretend that someone loved her. Her "Crusader" moniker granted her much patronage.

But even her naivety couldn't last forever. As she grew older, Jone grew to become more bitter of her situation. Although she tried to deny it, she knew that she wasn't anything more than a whore. Worse - she was an Inguz whore. She'd tried to buy her way out before but her request had been denied. In the end, it was the brothel keeper's decision to kick her out - just as he'd brought her in. Jone's wings had never recovered from an infection she'd caught and as a result, she was bleeding the brothel dry. Or so he had said.

Jone returned to her life of vagrancy. The new laws that had passed allowed for a few coins to fall in her lap every week but it was better than nothing. She would have died there in the streets if not for a sympathetic clergyman. Taking notice of her withered wings, he took her in to a nearby temple for treatment. Despite his best efforts, however, they were too far gone to save. Her apathy had allowed the wounds to fester and the rot had spread through much of her wings. It was not an easy recovery and she spent many months resting in the temple.

In return for her treatment, she was to help maintain the temple grounds and to listen to the choirs recite from their holy book. It was here where her more pious self was awakened. Religion had given her life a new wake and she was determined to make whatever amends asked of her. She had been a Crusader for much of her life - with her newfound knowledge, she could continue to be so. She took on the title of Black Wynnick to symbolize how the Faith had helped her overcome the brothel from which she was raised. She joined the King's Wardens to help her spread the word of her newfound faith.

Personality:
There isn't a word that can accurately describe Jone but if there is, it's conflicted. Her motives are largely centered around her identity as an Inguz and her attempts to rid herself of it. However, there are days when the skies look particularly tempting - when Jone wants nothing more than to leave the squalor of the Earth. Mornings when she wakes up to what's left of her wings, only for her to dissolve another painkiller underneath her tongue. Not that anyone would know - Jone isn't one to really open up to strangers about her issues. Instead, she finds solace in drink, religion, and... medicine which, in theory, is meant for her back.

She's rubbed elbows and more with dirt her entire life. Ever since her "rebirth", however, Jone's been trying to rise above it all. A small rebellious streak in her has led to her subverting her "Crusader" past. She tries to embody the true values of these religious figures in her work. In practice, however, Jone's more of a common mercenary. Though her reputation is that of an honourable man, Jone's achieved many of her victories with trickery and exaggeration. She likes the idea of being the protector of the common-folk but it's often too much of a hassle to actually be a proper vigilante.

Jone likes to keep a fairly organized schedule and she is very strict with her coin. There is an implicit agreement between addicts and those who serve them. Jone will always have her coin ready to replenish her stock - the problems lay with the herbalists who don't care enough to restock in time. It is at those moments that Jone is at her morally weakest -when this agreement is broken- that she is liable to do terrible things. Things that she'll mull over while her medicine dissolves under her tongue, of course. And eventually forget (or rather, push to the back of her head). In this matter, she's a hypocrite and not as far away from the dirt as she'd like to be.

Emulating a Crusader isn't the only thing she's been preoccupied with. Jone's picked up a habit of rejecting what she was. She acts accordingly to whomever is her correspondent. Humble and subservient to Lords and Ladies, chivalrous and kind to the peasants who hire her, and domineering and rough to the prostitutes she visits. Jone likes to think of herself as a man in all but form and has let others think likewise in her travels. This desire of hers can be seen as an example of running away from her problems - as a man, Jone can be free from the troubles she had as a woman.

 
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SHEREEN EL-HASHEM
「The Brewing Witch」

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B A S I C S
AGE
22

GENDER
Female

RACE
Halfing - Human/Elf

CLASS
Warlock

COUNTRY OF ORIGIN
The Republic of Sotis

POSITION ON MAGIC
Neutral

TIME WITH THE WARDENS
About a Month


M A G I C
MAJOR PROFICIENCY
Alterative Magic

MINOR PROFICIENCIES
Blood Magic
Illusion Magic

MANA POOL SIZE
Large

SPELLS

Eye of Horus

- Illusion Magic

The All-Seeing Eye, or Eye of Horus as she has named it, works as a way to connect her eyesight to an object. The spell functions most smoothly when used on reflective surfaces, such as glass, mirrors and various kinds of metal. As such, Horus with his glass eye makes a near perfect vessel for the spell and is also how it is most commonly used. The spells can only be held in place for about seventy-two hours and can be broken with ease. Should the vessel for the spell be destroyed, the user will suffer momentary blindness.

Cloak of Invisibility
- Illusion Magic

Shereen has the ability to turn herself, other people and objects invisible for a limited amount of time. The spell doesn't technically turn anything invisible but rather acts as a way to distract the targets of the spell from noticing her/the object. Provided they are within range, that is. Unfortunately, the spell falls flat if the person Shereen is trying to fool already knows where the enchanted object or person is – as the spell does not alter what a person knows, only their perception of the whatever the spell has been cast on.

Purification
- Alterative Magic

Purification is a very simple but nonetheless useful spell. It can be used to separate impurities from various substances, although primarily water, thus making it safe to consume. The same method can be applied to things that aren't directly fluid but contain water, such as mud or plants. In this case, the spell simply separates the water from everything that isn't the right combination of hydrogen and oxygen. Due to the spells simplicity, it can last for a very long time. That said, maintaining it on a large scale takes a lot of power and is not something that should be underestimated.

Enrichment
- Alterative Magic

Enrichment is slightly more complicated, as instead of just separating already existing materials, it turns one thing into something else. By altering a number of various components within the soil, such as phosphoric acids, ammonia and the percentage of hummus, she is able to enrich the earth and make it considerably more fertile, which in turn leads to a greater agricultural yield. It is slightly more straining than her purification spell, but with the help of mana regenerating tea and blood magic can be maintained for a very long time.

Feather Light
- Alterative Magic

Shereen has the ability to alter the weight of an object, or more specifically, make it lighter. To which extent the spell works depends on the objects original size and weight. Smaller and lighter object's are far easier and less draining to enchant than larger and heavier objects. Some objects are simply too big and heavy for the spell to even work on.​


E Q U I P M E N T
• Notebook
• Pen and Ink
• Leather Pouch for herbs and spices
• Leather Pouch for water
• Leather Pouch for food
• Little Flasks and Bottles
• Dagger
• Cross-shaped talisman
• The Raven - Horus


S T R E N G T H S - W E A K N E S S E S
+ Brilliant Scholar
+ Multilingual
+ Botanic and Zoologic Specialist
+ Master of Potions
+ Has a way with animals

- Socially Awkward
- Difficulty to read people
- Insecure when it comes to anything but her field of expertise
- Weak to intense sunlight
- Has no directly offensive spells
- Is rather frail


P E R S O N A L I T Y
Shereen is and always has been awkward. Unable to properly read other people, she often finds herself in situations where she misunderstands their intentions. This, in combination with her somewhat flat speech and difficulty to show emotions, often makes her come off as rather cold and unapproachable. Although she seems to shy away from social interaction whenever possible, it is not because she doesn't want it, but rather a case of not knowing how to send the right signals. Her cynical nature and almost brutal way of seeing the world through a lens of logic, rather than heart understandably scares people away. Yet it is also this which drives her to keep seeking out explanations for everything, and never to take something someone states as a fact at face value.

A severely lacking set of social skills aside, Shereen has a brilliant mind. She possesses a sense of curiosity that is near insatiable. She wants to know how things work, and even more so, how to use that knowledge to her own advantage. She is quick to pick up on new information and tends to notice the finer details other people are prone to ignore. The amount of plant and animal trivia she has stored in her head alone is astounding, though many would dismiss it as fairly useless.

Unfortunately, she is not very good at communicating her thoughts and ideas. Especially to people who don't possess the same level of knowledge such as herself, and thus might find it difficult to follow along with her rambles.


Q U I R K S
• Her posture is bad, as she tends to walk with a slight slouch. Not exactly elegant, but Shereen can't be bothered to care.
• Either when nervous or deep in thought, she has a bad habit of biting her fingernails.
• Shereen always wears clothes that cover the entirety of her body, except of course for her head, neck, and hands – though she occasionally will wear gloves.
• Since she can't be bothered to remember everyone's actual names, most will have to live with being given stupid nicknames based on prominent features or her first impressions of someone, like "bear woman" and "the wicked lady".
• Shereen is very shy and most of the time, quiet, but when she gets to talk about one of her special interests it's almost impossible to get her to shut up.


B I O G R A P H Y
Shereen can trace her origin back to the republic of Sotis, where she was born a child of the human nobleman Rashid El-Hashem and the elven mother Andromeda. Unfortunately for Shereen, her mother disappeared in the early years of her childhood, and thus her memories of her are vague. Even so, her time with the El-Hashem family wasn't terrible. Despite being a half elf and a concubine's child, she was treated fairly well. Her father's wife was never particularly happy with the children of other women, though she would tolerate them in her household. That said, she was raised alongside six sisters, and as the youngest of the bunch, a halfling and generally a bit strange, she often became the target outlet for their frustrations.

Due to the fact that she is an albino, it is safe to say that Shereen was not born in the right place. The apparent lack of pigmentation in her skin, hair, and eyes cause her to easily burn in harsh sunlight. Because of this, she was rarely allowed outside the family's residence. Not that it mattered much to Shereen. She certainly preferred staying home where she could bury her nose in a book over playing with the other children. It only saddened her that her condition prevented her from heading out into the garden to look at the pretty flowers she admired so much.

Despite her father's best efforts of trying to turn her into a proper lady, Shereen was a lost cause. She loathed social gatherings and often skipped out on lessons arranged by him to pursue her own interests their stead. In short, she became somewhat of an embarrassment to her family. So when one day a mysterious man claiming to be her uncle showed up, offering to take the hopeless child off their hands, it almost came as a blessing to her father. Although he was reluctant to simply hand her off to what was essentially a stranger, Mordecai had a way with words – and where words were not enough, gold would handle the conversation.

Before long, eleven-year-old Shereen and Mordecai were on the road, back to his home in Artana.

Shereen studied under her mystic uncle for nearly eight years. He thought her a great many things, such as blood magic and the arcane arts, as well as old tongue and elvish. However, her favourite lessons of all were those about various plants and animals, and how they could be utilized in medicine, poisons, salves and the like. Shooting fire blasts out of her palms or setting up strong defensive barriers was never something she could do, but tending to her uncle's garden she enjoyed.

It was also during this time that she found her pet raven. The poor thing had been pushed out of his nest, after which he became the target of a cat. Although she was unable to save one of his eyes, Shereen managed to nurse him back to health. She trained him well and before long he had become her loyal companion.

It wasn't rare for Mordecai to leave on trips, only to return a few days, weeks or even months later. Generally, Shereen was then left to her own devices, although she was expected to keep up her studies. Sometimes, however, she would be allowed to accompany him on these journeys. A certain trip to Etvia was one of these instances. Mordecai was in the search of a rare magical artefact that had long been lost among Etvia's ruins of civilizations past.

It wasn't long after they'd crossed the Etvian border, that the duo had an unpleasant run in with the Etvian Inquisition. They'd caught a whiff of his recent activities within the country and were now hot on his trail. This is where her long time under Mordecai's tutelage would finally come to an end. In an attempt to save the life of his pupil, he sent her away whilst using himself as a decoy. Whether he managed to escape the inquisitions clutches remains a mystery to this day.

Shereen, on the other hand, ran. She ran like she'd never run before – for days, only taking breaks when it was absolutely necessary, always worried that they would eventually catch up to her. Beat, hungry and exhausted she eventually collapsed in the woods near a small village. It was pure luck that she was found by the village chief's daughter, a young lady named Anna. Despite having little left to spare, Anna and her family gave Shereen a roof to live under and food to fill her stomach.

The village had been suffering from bad harvest and water pollution for quite some time, causing many of its inhabitants to starve or fall ill. Shereen felt sorry for the villagers and grateful to the family that took her in, so she decided to take a risk. Despite being fully aware of the general opinion on magic in Etvia, she used her powers and knowledge to purify the water and turn the lands around the village fertile. Although none of the villagers knew how it had happened, for Shereen spoke about it to none, the village soon came to prosper. Their harvesting yield was greater than ever before and as the water was no longer contaminated, it could safely be consumed. Shereen was happy for them, but also aware that she wouldn't be able to keep it up for long. At least not without help. So she turned to blood magic.

Her victims were nothing special. A chicken here, a lamb there. Anything that could easily be blamed on the fox. For nearly three years Shereen's unholy practices went unnoticed. Although some of the villagers were suspicious of her because of her withdrawn personality and great knowledge in the matter of plants and medicine, others appreciated what she had to offer. Shereen and Anna grew especially close, and she taught her many things she had lacked in knowledge before.

Yet as it is with all nice things, her time at the village eventually had to come to an end.

She was found out.

One night as Shereen snuck out into the woods to renew the spells, she was caught feeding on rabbit blood. And by none other than her beloved Anna. Horrified by what she'd seen, and feeling betrayed by Shereen's lies, the girl told her father, who in turn decided to notify the Inquisition. It was only a question of time before they would show up. Shereen knew she could not stay in Etvia.

With a heavy heart, she left.

On her way to Morcrest, Shereen was met with many obstacles, one of which nearly claimed her life. It was a monster of a bear, larger than any she'd ever seen before. Hadn't it been for the off-duty warden Arvel that crossed her path at just the right moment, she would most certainly have died. Yet as soon as the danger was behind them, their paths split. Or so the warden thought. Although Shereen was too shy and awkward to ask if she could accompany him, at least for a while, even she realized that travelling together would be safer than travelling alone. Additionally, she felt like she had to repay him for saving her life, so the most logical choice was not to let him out of her sight. Even if she did make sure to stay out of his. Although her methods might have been shady, it was lucky for him that she did.

Before long Arvel made a mistake that nearly cost him his life. The man must have been desperate for food, and he clearly couldn't tell poisonous plants apart from the edible ones, because had Shereen not been present at the time, it would most certainly have killed him.

It took time to nurse him back to health, but eventually, he was back on his feet – good as new. During their time together she made sure to teach him which plants are okay to eat and which are not, as well as a million other things that at this point most likely have already been forgotten. One could even say that they formed something edging towards a friendship. At the very least, when the time came for them to go separate ways once again, he offered her to come with him back to Lingerhold.

And that is how she ended up with the Wardens.

 
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