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Name: Rasfien Claudes

Race: Elven

Nation: Viridos - Hosia

Appearance: NorthernMichiganAsylumCTraverseCityMI.JPG

Occupation: Widely known as The Chimera, A thief

Notable Skills:

Daredevil- Scaling tall structures, bending & twisting to fit a form of small gaps or holes, swiveling in and out of large crowds with quick pace, jumping off buildings to land on other sides, dodging attacks or lethal weapons. All involving the performance of exercises requiring physical strength, flexibility, agility, coordination, grace, balance and control. All of which she posses, these gymnastic like abilities.

Grifting-
Over the years she has taken quiet the many names, Julia, Hans, Rozerdina. All the while keeping complete composure and keeping all her lies in tacked. Great at deception, which includes setting people up for traps as well as false identities. Some people just can't say no.

Defense-
Rather than fight she can hide and run. Some may call her a coward but others say smart, knowing she had a much better chance at using her skill of blending in rather than take on a giant man with Armour and a sword. Though at times she can and will block attacks using her small knife, though she doesn't have much experience with such item.

Arousal- A flip of the hair to a subtle compliment, getting to "know" the person near you. Asking questions to seem interested all the while keeping a close watch on facial reaction. A giggle, blush and a soft touch. To be casual and confident is a must but never act desperate. Body language and a calm mind is one of many ways to achieve your intention. Though you must first determine which person you wish to influence and watch how they react. So many different people revert to so many different things. Seduction is mostly about attitude and how you can handle it. When following these rules she can get anything she desires, whether it be that nice watch, a drink or simple place to stay.
Notable Possessions: A sharp Pegulis knife with craved engravings, everyday rope and a pouch to hold this all in.

Aux:
Chimera, her Spirit beast. Who is a ferret. (as seen in the picture above)

Advents:
Stealth- While Rasfien uses her many tricks, Chimera can use that time to get a certain object in which they wish to obtain.

Contact- Chimera can locate certain beings my Rasfien's request, though they will need an article of something that one was apart of the person in order to do so.
 
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Name: E'rdaan (ay-er-dan)

Race: Forest Kin

Nation: Viridos

Appearance:
Elven Rogue.jpg

Occupation: Assassin for hire, gatherer of poisonous plants

Notable Skills:

Deadly Apothecary- can use the various deadly flora of the forests of Viridos to make poisons and accompanying antidotes

Snake's Blood- years of working with poisons built immunity to most poisons

Dexterous Gait- Sure footing aids in traversing the branches and rooftops with ease

Notable Possessions:

Ironbone Daggers- Small blades made of the bones of a creature that died of natural cause, the bones remained after the body rotted away, hard as steel.

Venom Satchel- A lightweight bag used to carry various poisons and their antidotes

Aux: Skraak Bladefang, a small spider that has been his pet and loyal companion
Skraak spider.jpg

Advents:

Poison Touch (Snake's Blood)- While remaining immune to the poison, E'rdaan's skin secretes a poison of it's own for one minute, which can be applied to a victim via skin-to-skin contact

Spider's Leap (Dexterous Gait)- In addition to being especially nimble for one minute, E'rdaan is gifted the ability to leap like a spider, meaning 25 times his body height, or less.
 
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The Pirate Lord Requiem, Green

Name: Malachi "Requiem" Ruari AKA The Gentleman Bastard

Race: Half-Nocturne

Nation: Viridos - Hosia

Occupation: Gambler (Pirate)

Notable Skills:

Manipulative Bastard: As a Gambler, Malachi has learned the most valuable art of being able to read people. He often can assess a person or situation with the slightest of ease, which is good, given his other occupation. This also makes him quite handy at the card tables.

Captain Requiem: He has a soundly strategical mind, which he uses for various ends. He's quite capable at planning, and spends most of his time (That isn't spent gambling), studying various old books and journals on strategy, modifying them to his needs. The foremost skill in his strategical prowess is of course involved in nautical combat and squad combat. The rest of his knowledge and skill is all entirely theoretical as he's never had the opportunity to attempt it.

Non-Traditional Fighter: He uses cards as his primary weapon. Of course, they're a bit heavier, and slightly more metallic than most people would expect of cards. Beyond that, he uses a length of wire with greater skill and effect than most practised swordsman do with their own weapons. He augments this with a talent for what he can only describe as 'raw' magick, not being elemental, arcane, or divine.

High-Born: He's a gentleman of great refinement, blending into the highest of social circles with ease. He often uses this to his benefit as a Pirate, learning who the best marks are from the marks themselves.​

Notable Possessions:

Silver Mask: A mask of solid silver, engraved with various runes and markings, used for when he engages in combat on ships to disguise himself.

Gambler's Tools: A custom made gambler's kit, made with only the finest materials, a gift from the man who taught him everything he knows. It includes all of the amenities a gambler could ever need, including a hand painted deck of cards, a set of Obsidian Dice, A silver hip flask with various markings and designs engraved in it, and a very small hand crossbow.

The Outsider: This is his ship, and his home. A Pitch Black Galleon With Black Sails and an interchangeable name plate. The legal name of the ship is The Blackjack, and it doubles as a Casino on the water.​


Aux: "Aleria" - A Nearly perfect Avian with black raven-like wings. The biggest difference being her height, as she stands at only ten inches tall

Advents:

The Black Mark: Once per day, Aleria can "share" her wings with Malachi, causing him to "grow" a set identical to hers to match his body, which he can use for one minute. They do not tear through his clothing, simply fading into and out of appearance.

The Man With No Name: Requiem can use this ability to force someone to forget any identifying features about him (Within a minutes span) that they could otherwise recall. The most they would be able to say when asked about it would be "He's a man", and wouldn't remember anything further. His Aux would also remain unknown. If someone were to see him in public after an incident, they would only get the vague feeling that they knew him, unless they'd met him before said event, in which case, they would only recall the previous meeting.
 
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Name: K'Jol Scrila

Race: Draken

Nation: Kaustir

Appearance:
Ssylrath_zpsbe15e197.jpg


Occupation: Kaustirian Soldier

Notable Skills:
Pole Arm Expert: Skilled in the use of halberd weapons and other weapons involving pole arms.

Brutal Strength: K'Jol's mass and might is a force to be reckoned with. Military training and carrying large weapons have tempered his muscles.

Weapon Mender: Years of owning, sharpening, and fixing his own weapons from the army have made him skilled with the making and repair of weapons. Of course this does not put him at the skill of a blacksmith.

Feared Reputation: While being a strong soldier, K'Jol is known to be a very brute one as well. Most people in the capitol of Kaustir know him for not sparing those that get into battle with him and using their skulls as items to adorn his walls.

Notable Possessions:

Scrya: The halberd that he was first given when he was inducted into the army of the militaristic nation. It is a three foot long pole arm with an ax at the end that extends outward a foot.

Aux:

U'Sil: A King Cobra that has been with him his whole life.

king-cobra-india.jpg


Advents:

Heightened Senses: For one minute U'Sil can influence the touch, smell, eyesight, and hearing range of the large Draken. Eyesight is increased by fifty feet, along with the smelling range. Hearing range is increased by one hundred feet and touch allows intricate patterns to be felt in materials.

Sense Emotion: U'Sil can sense the emotion of an individual in front of him and say it to K'Jol. This way K'Jol can seemingly play mind games with his opponent.
 
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Name: Jinxin "Archer" Mishan

Race: Human

Nation: Pegulis - Tavark

Occupation: Archer/Marksman

Notable Skills:

Eagle Eyes: As a Marksman, he has to have sharp eyes to hit his target and see off in the distance when out on duty. Terrible on foggy day.

Dead Eye: His shot hits its mark when he sees his target and releases the arrow, only someone that is on their toes can block or dodge this. His hitting rate is about 75%-80%, depending on the foe.

Unexpected: If you manage to close in on him, careful, he is skilled with a short sword and isn't afraid to use it.

Iron Will: From hours of practicing with a bow, even when his hands began to bleed has hardened his mentality of ignoring pain, to a certain extent.

Notable Possessions:

Armoured Bracers: (It says 'Armoured' is spelled wrong D:) These have runes carved onto them and are light as a feather, but sturdy as steel.

Oil: He carries oil on his body somewhere to dip his arrows into in case he ever needs to set something ablaze.

Necklace: He carries a cross around his neck, underneath everything.
Aux: "Sir Squeakers"- A mouse that hides within his cloak.

Advents:

Piercing Shot: Just like the name says, this skill (If hits) pierces any armor, and it depends on how many arrows he can fire within a minute.

Silent Feet: Just like a mouse he can move quickly and quietly through an area like a shadow for a minute.





 
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Ethelwen

Race: Skin-walker, although everyone thinks he is an anthro Anima. It isn't so much that he hides it as it is no one has ever asked otherwise and he sees no reason to tell them.

Nation: Pegulis

Occupation: Apprentice scholar and "dirty job" worker, such as sewer maintenance, manure shoveling, digging in the mud, and other such jobs that most scholars wouldn't want to take.

Notable Skills:

Efficient Shapeshifting: A species trait, Ethelwen can change his physical form at any time, dependent upon the fact that he has enough energy stored in his body. After many years of practice, he can change forms with greater efficiency, completing the transformation swifter and with less use of energy.

Solicitous Listener: Ethelwen is able to encourage people to continue speaking on a subject due to well placed comments, and remembers what he had already heard so as to continue any conversation at a later date. For this reason, many people like to speak with him, as he will listen to anything, and will never appear bored or frustrated by what others have to say.

Actor: Ethelwen is very skilled at adopting fake personalities and attitudes to impress others. These can be roles as another person, creature, or even as an inanimate object.​

Notable Possessions:

Ethlwen has a neat, red quill that he uses to take notes, and almost always keeps on his person.

Aux: A hooded outerwear garment, something like a scarf, cowl, or cloak, which varies in length and color in reaction to Ethelwen. Since it can't actually be impacted by the world it tends to remain a clean white color, which can be an interesting contrast to Ethelwen, whose jobs often get him quite dirty.

Advent:

Insubstantiality- Allows Ethelwen to pass through solid objects, walls, swords, or even people for one minute. Should the minute come to an end while he is still inside or partially inside an object, he would be rejected towards the nearest open space large enough to contain him. While he is insubstantial, it is also significantly harder to see him.

Transmogrification- For one minute, Ethelwen can change one object into another object of equivalent weight. He often uses this to make food for himself at the end of the day, once he is certain he will not need to use his Insubstantiality. It is also a great way to remove the waste with which he has to work so often.​


 
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Name: Caoimhe

Race: Human

Nation: Pegulis

Occupation: Hunter and Gatherer

Notable Skills:
Voice of the wild (While most fluent in wolf she is able to, generally, understand most land based animals. She can speak a bit crow but there are far to many bird calls for her to begin to learn them all.)
Never slow down (While she can sustain her top sprinting speed for only about thirty seconds she has a slower lope that she can keep up for hours. She uses this to run larger prey to the point of exhaustion rather than attacking directly.)
Taught by the Woods (While she wouldn't be able to tell you the common names for the plants and animals she catches, she does have a fairly substantial knowledge about which ones at fair game and which are best left alone.)
Unorthodox style (She is either fighting or she is not, there is little to no inbetween. And what she lacks in style she compensates with speed and furosity both working to throw her opponent off their guard.)

Notable Possessions:
Her pack, the contents might change but she has had the pack itself for years. She made it out off toughened hides and it seems to have a strap or pouch for everything, and she is quick to sew on another part if she finds it is needed.
A dracling. She is currently the surrogate mother a young dragon.

Aux: Two carved wooden leaves; one dark red, the other a very dark brown. They are attached together by a small steel ring.

Advents:
Killing Frost (When used Caoimhe basically becomes a berserker. She feels no guilt, no pain, no loyalty, and she is unable to recognize friend from foe. All that she cares about is killing, and she will not stop until the minute is up. She does all of this in a very cold disconnected kind of way, but when she snaps out of it she has to deal with obtained injuries, both physical and mental, all at once.)

Dampener (If Caoimhe is near a magic user during the minute she acts a suppressor for magic. So spells become harder to cast or effects are weakened. She can only dampen a certain amount of magic at a time so a very strong magic user or spell can overwhelm her and continue to work.)​
 
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Name: Rayus Novain
Race: Human
Nation: Pegulis - Aldus
Appearance:
Spearman_by_rakoth.jpg

Occupation: Aldus Watch Soldier
Notable Skill
Frozen Nerves - Rayus is fairly resistant to pain, having lost some of his nerves to the cold of the wall. This leaves him able to tolerate minor wounds, and to push on through grave wounds for a short time.

Anatomy - Having learned through his life from some of the intellectuals of Aldus about the human body, Rayus knows where to put a weapon in a man to take him down. It also makes him a decent medic when the time comes.

Sure-Footed - Having walked the wall for years, Rayus is very conscious of his feet and is very rarely put off balance.

Adjusted - Rayus is accustomed to fighting in the cold, and therefore has a slight advantage over how he normally is when in such conditions.

Notable Possessions
Wolfsbane - Rayus's spear, this heirloom has passed down through the generations of his family. Weathered and with a wicked tip, this weapon kills men as easily as animals, and can be thrown with practice.

Fur Cloak - Created from the pelt of the first wolf that Rayus slew, this garment is high quality and provides good protection from the elements.

Aux: A bear fur scarf always wrapped around his neck or shoulder, its color always that of new snow.

Advent
Impenetrable - For the minute that the advent is active, no blows that would strike Rayus or any that he touches will be able to land, seeming to strike an invisible wall inches away that can shatter weapons.

Healers Gift - While active, Rayus is able to see any that he looks at on a deeper level, seeing the very workings of their body and either aiding him in tending a wound or guiding his spear into a foe's weakness.
 
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Aerie
[EYE-ree]

Race: Avian

Nation: Viridos

Occupation: Consort; Lady-Friend-for-Hire

Notable Skills:

Sword Play -- Dagger play, more specifically. As...sought after as she is, Aerie has learned how to defend herself in subtleties.

"Sword Play" -- This one is a double entendre. She's good at this, too, and quite well known, if only via unsavory channels.

Enchantress -- Silver-tongued does not begin to do her justice. Most of the time, she uses this gift to provide wit and/or snark, as the situation allows.

The Coward's Weapon -- Years spent hiding in the Poisoned Forest have giving her a better-than-average knowledge of toxins and the like. A literal 'bird's eye view' seals the deal.

Notable Possessions:
A dagger of her own making, crafted from the fang of some long-gone jungle serpent, it has a small channel for the insertion (and subsequent injection) of venoms and toxins. It is of paradoxically high sentimental value.

Aux:
A sprawling, intricate mark spread across her back and shoulder blade. The mark is shaped like a tree, and is in frequent flux, changing appearance with Aerie's mood.

Advent:
Song of the Siren - Enchantress - For one minute, once a day, Aerie can speak telepathically to one person, so long as that person is within her line of sight. Physical, skin-to-skin contact with said person creates a nigh insurmountable desire to comply with Aerie's request(s), should there be any.

Kiss of Death - "Sword Play" - For one minute, once a day, Aerie's kiss becomes fatal...ish. Most are simply rendered temporarily stunned or paralyzed. Some are knocked unconscious. No one has ever died...yet.
 
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Name: Gomyar Provis

Race: Forest Kin
Nation: Viridos-Edelon

Appearance: (This was the closest I could find.) His body has a more humanoid in shape than this, and he has only two eyes instead of the shown four. His arms are made from those vines intertwining to look like arms and his long fingers are open to let in moisture and magic. Gomyar wears dark blue trousers and a matching sleeveless tunic. Across his chest is a belt of vials, the vials containing poisoned water.

Occupation: Forest Purifier.

Notable Skills: Lacking bones, Goymar has fairly flexible limbs, and his body is able to stretch about half a meter longer than normal.

As a defense mechanism from the various threats of the jungle, Gomyar is able to grow barbs on his arms and use them as weapons.

His most impressive skill, though, is that he can absorb the dark magic in the forest, making him an excellent Purifier, and store it somewhere safe. Through touch, his body acts as a magical catalyst, making him able to exchange physical attributes between living beings. One person's physical strength could easily become another's in his hands. This only works with natural, physical might, not magical powers or learned skills. This only works if he makes direct contact with the subject. However, he can only hold onto an ability for a short time, little more than a minute, before it begins to destroy his body and he must either put it back where he got it or place it somewhere else.

Notable Possessions: The vial belt, as mentioned before.

Aux: An intricate etched-in marking spaning from one arm to another. Glows when he uses his catalyst ability.

Advents: Silent whispers enter Gomyar's mind from time to time offering advice, suggesting how to use his gift or whether or not he should help in a given situation. The whispers are short, and pass quickly. Since it's been with him all his life, Gomyar mistakes this for his own conscience.
 
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Nassad Banthis

Race: Human

Nation: Kaustir

Appearance:
EYJUFtD.jpg


Occupation: Slaver

Notable Skills:
Buyer and Seller: Based on his years of experience he knows how to make and break a deal.

Smuggler: Since he has had to do deals in complicated situations he knows how to hold on to things without being detected.

Snatcher: Like a hunter, he knows how to capture different races to be able to add to his merchandise.

Notable Possessions:
His only prized possessions are the slaves that he sells, and the money that he receives.

Aux:
A black leather bracelet, with a lock silver lock on it.
CYUAOeQ.jpg


Advents:
Lock 'em up:
Once a day, for one minute, Nassad can ensnare a targeted person with magical chains.



 
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Jafaar Ka'les
The Sand Demon

"Recall my name on your journey to the depths of Hell."

rIX0Uor.jpg
Race: Human

Nation: Kaustir Empire

Occupation: Mercenary; Guide; Treasure seeker

Notable Skills:

Dunewalker - Years spent in the sands has blessed Jafaar with uncanny reserves of stamina that he employs in battle, earning him grotesque nicknames as a tireless monster.​

Burning Wind - Jafaar is known for his masterful two-handed fighting style; made up of rapid strikes, flashy retorts, and elegant dancing to disorient and distract one or more opponents while keeping mobile at all times.

Silver Tongue - His words have gotten him out of more bad situations than he can count, and he uses it to turn a profit with the artifacts and knickknacks that he attempts to pawn.

Venom Adept - Jafaar knows how to milk venom from his Aux and other creatures, and how to coat his weapons with it. He has developed an immunity to most toxins as a result of being stung or struck, or putting himself through the inoculation process.
Notable Possessions:

Crescent Wave - A large silver scimitar gifted to him by a wealthy client so as to commemorate his effective service; it was smithed just for him, and it bears an elaborate scabbard adorned with crimson jewels.​

Aux:

Wadjet - A mottled brown female sand viper; Her venom gland is inactive, unless Jafaar calls upon her to produce working venom. She is often slithering somewhere underneath Jafaar's cloak, speaking to him and acting as a second pair of eyes, so to speak.

Advents:

War Dancer - For up to one minute, Jafaar mimics the intimidating presence of the sand viper, swaying and hissing hypnotically to frighten foes into inaction or fleeing, casting the illusion that he appears as a giant snake.

Concentration - Once a day, for one minute, Jafaar invokes his Aux to produce her venom that Wadjet cannot normally use. It can cause muscle paralysis, fever, and disorientation with mere scratches and up to loss of eyesight and organ failure with larger doses, typically from direct blows or throwing daggers hitting their mark.​
 
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~~~~~~~~~~~~~-) Ozzimus Lorados (-~~~~~~~~~~
ozzimus_by_desaecularum-d7cl7rl.jpg


++++++++RACE++++++++
Halfblood Nocturne


-----------------------Nation---------------------
VIRIDOS




==Occupation==
owner of 3 fishing boats, 2 merchant ships, and one large galleon of his own construction, the silver shadow.

==Notable Skills==
1-The knowledge and ability to craft gunpowder.
2-.Stary knight- Ozzimus contorts the light around himself to create a wafting shifting aura during battle, Making it rather hard for even the most versed of warriors to engage him in close combat and sense his movements effectively.
3 skilled carpenter, oversaw the construction of every ship in his fleet.
4-symphonic magicka. The capability to produce sounds of various complexities and origins(except speech)that can be used to create complex music, mimick nature sounds, and with enough concentration, create destructive waves.

==Notable Possessions==
1- A silvery Headband enableing him to breathe underwater
2-curved sword crafted by an old mentor with an aquatic affinity.
3-A hollow glass orb like the kind used in old fishing nets, which when put tot he forehead, can pull magical energy in the form of a green fluid known as Tass(physical mana) which can be used later.
4-The silver Shadow, mighty galleon boasting some of the biggest firepower ever assembled on water.


==Aux==
The WHisperSilver Cloak. A shifting,blackish green cloak with a silver-lining. The lining shimmers like moonlit shadows in any light, but seems to barely be there in the absence of light. Sometimes starry patterns can be seen on it's surface in the wee hours of morning.


==Advents==

Skin of glass-. One minute every day, Light, shadows and color find him undetectable, though it is only an illusion of light and nothing more.


Endless stars- one minute every night, limitless mana flow from the night sky, through the cloak and into himself. The downside being that he is temporarily blinded, weakened, or even severely injured after the release. this is dependant on the amount of mana he used, accumulation and mental capacities still apply.​
 
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The Unseen Shadow



Name: Dastan "The Unseen Shadow"

Race: Human

Nation: Kaustir

Occupation: High Assassin/Hunter

Notable Skills:
  • Perceptive Foresight - By being observant of his surroundings, he is able to deduce the variety of possibilities that could occur from an event if he takes action. It would allow him to construct a path that would benefit him the most. This would also make it easier for him to reach his destinations/targets easier if he wishes to do so.
  • Blademaster - He is extremely well-versed in using his blade, which is a part of the armor he wears around his wrist. He is also able to hide it by retracting it. With his uncanny speed and agility, he can render many unexperienced targets useless
  • The Information Grid - Before any assassination, destination, goal, he needs insight. Therefore he gets his information through the underground and the black market about most of which that falls under his occupation, whether it is goods, tools, secrets, plants, herbs, potions, people, races, areas or varities of unique and different type of poison. This also gives him the edge to survive in the wilderness. He is an expert in being stealthy, where it helps him hunt for animals with almost ease to quell his hunger if it ever came to be so.
  • The Decoy - During his years as an assassin, he honed his uncanny skill to create traps of many kind, as long as it fit the situation at hand. Being an expert at this, he can create decoys, or and traps to lure his enemies, targets, animals into it. Sometime, he doesn't even have to show up in order to succeed in achieving his objective.
Notable Possessions:
  • Black Pouch - This pouch has the neccessary tools to keep his blade from becoming dull. He has enough experience throughout his occupation/lifetime, which gives him the ablity to keep his blade from becoming weak. He often sharpens it before his next mission. It also contains a few unique potions that he has gathered throughout his years during missions and hunting. His pouch, however, is always with him, though he leaves it temporarily at an inn, or anywhere that he would call a safe point. The pouch is always retrieved after he completes his mission, unless something unpredictable happens.
  • Blowpipe (gun/tube) - He brings it with him during missions and hunting, which gives him the opportunity to strike his opponents from long range. With the information he has, he is well-versed in mixing herbs and potions. He can coat his projectiles or darts with deadly poison, that may render the enemies useless. May it be sleeping, hallucination, and or paralyzing darts. They may work overtime, and sometime the enemies might die after a few hours or days. It would definetely have people wonder how the target became "ill" or "mad" etc.

  • Unique Silver Steelbox - He has a very small, thin and wide steelbox with rare markings on it. He uses it to keep some of the most deadliest herbs in it. In some situations, they are needed in order to kill a target who is surrounded by many people or anything that is similar to that, like a festival, or an event, for example. It can be mixed in with their foods and such.
  • Mahalma Dagger - A unique and well-forged dagger with rare materials that is always with him during missions. He rarely uses it, but during drastic measures, or unpredictable situations, he might end up resorting to it alongside his blade, which should make the situation easier for him, or open up a new path that would hopefully be to his own benefit. This daggers form is very unique, to that of a scorpion, so it gives him the option to almost hold it as if it was a second blade. He can only keep this dagger from becoming dull by visiting a "certain" blacksmith in Kaustir. Its rare material can also be sharpened by other experienced blacksmiths throughout Sunne.


Aux:


Hedera - An amulet in the form of silver wings, but with a red gemstone in the center. It has been with him since his birth, and throughout his journeys he has kept it with him. It is his soul and a part of his existence.
Advents:

Shadow Bending - When his gemstone starts pulsing in the color red, he gets the ability to bend a weapons path or trajectory, may it be a dagger or anything similar to that. He is able to pierce through his targets in impossible ways. It can only be used for a minute.

Unforeseen Inquisition - He is able to interrogate extremely well, as long as its the right person. They will eventually spill out whatever he needs. They can't hide the right information from him, as long as he keeps asking the right questions. He can only do that for one minute.

 
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Kozoul

Race: Forest Kin & Elf

Nation: Viridos, Riven

Occupation: Forest witch & Bee keeper

Notable Skills:

Friend to the Queen Kozoul can occasionally call for transport or assistance if she is near enough to a route of a pollen bee from Riven's Bee Hive to pass along requests or messages by; she is allowed one extra passenger to board with her during transport.

Fungal Infection Kozoul has spores that have a distinct effect on what or specifically who it chooses to germinate on. The spores naturally develop into a fungus that can alter the nervous system of a vertebrate host, through Kozoul's enchantment on the mother spore, she manipulates the host body that her spores grow on. Her control over them strengthens as the fungus takes hold of the host through each growing phase however hey are most potent on those at the verge of death. Depending on outside forces, those infected by Kozoul's spores' hosts that survive minor and moderate damage over time grow a 'skirt' of indusium* from the crown of their heads and at her command infect others.

Coppice Kozoul can heal from wounds or reattach limbs using the undergrowth in the forest.

Seeding By taking a cutting from a plant and slicing herself open, Kozoul can temporarily absorb and express an aspect from the plant, poisonous spit, allergy-inducing touch or blood as a healing salve.

Notable Possessions: Pouch of sticks with individual runes inscribed on them, ritual knife, bottles of emulsifying oils and royal jelly


Aux: Ritual knife with hidden stiletto in the hilt.

Advent:

Blood Empathy Kozoul stabs a tree or slits the stem of a plant, unscrews the hilt to uncap the stiletto, inserting it into her arm, when the sap drips down the knife and into her open wound Kozoul will sense everything that happened to that plant up to a week back and the surrounding area within four feet.











Edited artwork originating from http://photo.mmosite.com/bladeandsoul/picfile/2010-12-09/4546prer407f67x.shtml
* Fungus anatomy reference & Fungal necromancy minion reference
flat,550x550,075,f.jpg

tumblr_mpyqjwL8UW1so9972o1_500.jpg
 
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AVIAN SURVEYOR

Name: Ture Longspur

Race: Avian

Nation: Pegulis - Based in Tavark

Appearance:
P2sYM4l.jpg


Occupation: Aerial Surveyor and Scout for a ruin hunter team.

Notable Skills:

Harsh weather flying - Ture is adept at flying in snowstorms and high winds.

Swift Start - Ture's wings allow him to start flight with almost no build up (he flies like a smaller bird like a finch or sparrow)

Lay of the Land - Ture boasts an aerial knowledge of the Pegulis mountains that few can rival.

Cartographer - Ture is experienced in drawing maps (often on the landscape using his Advent) and identifying geography.


Notable Possessions: An ornate wooden compass.

Aux: His antler-carved snow goggles.

Advents:

Longspur Truesight - For a minute a day Ture can see through masses less than 1cm thick. Mostly used for visibility in bad weather.

Guiding light - For a minute a day Ture can lay a glowing trail along the ground. The trail lasts around 15minutes. The line itself glows but does not give off any light.
 
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The Huntress

Name: Sevoret (Sevor)

Race: Half-Forest Kin/Half-Human

Nation: Viridos

Occupation: Hunteress

Notable Skills:
- Sonar Echolocation With a shriek, Sevoret can sense those within her vicinity. This also gives her the ability to locate someone in the darkness. However, the scream is sonar, so only those who possess enhanced senses would be able to hear her scream.

- Up and Beyond Sevoret is highly-experienced in climbing trees and pretty much any incline she comes across, and can do so when necessary. Considering she underwent much training, Sevoret developed speed and agility. She also has learned to keep up her stamina.

- Health Optimization She can sense what state an animal/person/creature is in, health wise.

- Taxidermy After Sevoret has killed and skinned her prey, she puts it through the process of taxidermy. She learned and perfected in this skill through trial and error. She, sometimes, sells the stuffed product.

Notable Possessions:
- Twin Daggers that she, sometimes, coats w/ poison to kill prey
- Bow and arrow she uses only for targets from afar (she also coats the arrow point w/ poison sometimes)
- An intricate, 3-piece necklace that she considers good luck

Aux: Nahsahr the Leopard (included in the picture at the side)

Advents:
- Hear My Voice (Sonar Echolocation) With the help of her Aux, she heightened the sound of her scream to act as defense.

- A Tear For Good Health (Health Optimization)
Using her Aux, she can heal a wounded animal/person/creature with a drop or two of her tears.

 
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Name: Amalia Lortik

Race: Human

Nation: Kaustir

Occupation: Court Healer / Field Medic

Notable Skills:

Barrier - Amalia can create shields to block the passage of physical objects. This shield can only be created on herself is five feet in diameter.

Double Eyelid - Amalia was born with an odd quirk. She has a thin second eyelid that keeps sand from entering her eyes, but enables her to still see. Sandstorms do not bother her.

Restore - Those who have exhausted themselves to the point of collapsing or merely find themselves falling asleep will be immediately rejuvenated from Amalia's touch. She trades her condition with that of her patient and this ability does not heal wounds or injuries, it merely provides energy.

Notable Possessions: (Four maximum. Do NOT list basic survival gear.)

Gold and Diamond Earrings

Aux:

11-Sand-Cat-1.jpg

Advents:

Rejuvenation - Amalia is able to restore one person's Advent per day. She must remain in physical contact for the duration of the spell and trades her energy level with that of her patient.

Ward - Amalia is able to produce a 20 foot bubble that blocks both physical and magical attacks.
 
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Name:Aurre Ganganelli


Nation: Pegulis

Occupation: Aldus Watch Guard.

-Notable Skills-

Alchemy: Aurre is able to mix components together to form various helpful substances, ranging from explosives, to a healing poultice, provided he has the resources available.

Logistics: Aurre is always able to determine his location in Pegulis due to intimate study of the area from maps and exploration.

Flux: Aurre is able to draw mana from interior and exterior sources. It is extremely exhausting when overused.


Notable Possessions:
-An Onyx Medallion that Aurre always wears.
-A wooden block that Aurre carries for good luck.

Aux: Aria, a soul trapped in his skin.
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=-Advents-=

Hypertension: Aurre's senses are heightened by his Aux.

Overtap: Aurre can cast any kind of spell for 1 minute, regardless of the available elements.
 
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Name: Rheyanowan (ray-ah-noe-ahn) Cobramos (Rhea)

Race: Hishians. (Snake-people)

Nation: Viridos

Occupation: Navigator (sea and forest)

Notable Skills:

1-Toxin control- able to control the release of venom from her body. (Contact poison)

2-Superb agility- spending years honing her skills, Rheyanowan is able to maneuver on the ground, and in water, with grace and speed.

3-Will of Worlds- For a limited amount of time Rhea can use her willpower to boost another mana. It is very exhausting to do so.

4-Serpent's Gaze-"never look a snake in the eyes". Rhea can make eye contact with another and hypnotize them.


Notable possessions

1-Heartsoul Compass- points to the object Rhea most desires. (It is temperamental, however, and does not always work)

2- Geothermic Stone- a stone that produces heat much like the thermic gems of Pegulis.

3-The Seeming Necklace- The mysterious power of this necklace works for one DAY at a time. It can make Rhea human for 24 hours, physically altering her biology.

4-Boliass's fang- a seven inch dagger of petrified bone made from a basilisk fang. Deep wounds cause necrotic infection.

Aux: Daburr, a white Kodiak Bear with tattoo-marks in the patterns and designs of a snake.

Advents:

Cobras inescapable grasp- The eyes are the windows to the soul. For one minute Rhea can look into another person and see their secrets. But they can see hers.

Medusa's wrath- WILL OF WORLDS becomes a sapping ability. When she hypnotizes a target she can take mana and energy from them. But as a side-effect it cause uncontrollable rage in Rhea as result of the psychic build-up.[/b]
 
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