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Name: Tamaa Rushwa

Race: Draken

Nation: Kaustir

Appearance:
b46a7d3e-d2aa-4b8f-97ef-a42723bc4011_zps171eeb68.jpg

Occupation: Tax Collector

Notable Skills:

Scent for Gold: Being descended from dragons allows Tamaa to sniff out valuable gold metals. She can also train her nose to identify other valuables so long as she has the scent, but gold is her specialty.

Watch the Pointy Ends: Tamaa is well trained with spears and halberds due to her stint in the military.

Compelling Eyes: Tamma's violet colored eyes holds the attention of those she talks to. Those who are caught in her gaze find it difficult to look away.

Flirtatious... At least with the draken men: Maybe it's because we don't have a lot of draken females in the roleplay female drakens are so hard to find, but Tamaa seems to have a way with the draken males. She'll have them blushing and offering to buy her a meal in no time.

Notable Possessions:

Halberd - Kept on her back with leather strips

Bag of Coins and Jewels - Used when she needs to collect taxes, or hunt for pretty gems. She uses the gems as her scent trail.

Aux:
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Advents:
You are getting very sleepy... - Joining with her coin, Tamaa can hypnotize one individual. The individual must have eyes, and be in a relatively calm state of mind. Tamaa must maintain eye contact while her Advent is in use. Tamaa can command the individual to do something when the Advent is over. The command cannot endanger the individual's life or go drastically against their alignment/morals. The command is not permanent, and the individual can be persuaded not to do the suggested act.

Flurry of Blows - For one whole minute, Tamaa inflicts rapid strikes at lightening speed to her foe(s) with her halberd. Expect to be bleeding heavily when she's done with you.
 
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Chelena

Race: Nocturne

Nation: Viridos

Occupation: Acrobat and Thief

Notable Skills:
Color Perception: Chelena does not view the world like normal people, in a combination of the five senses. Her brain takes the stimuli, and shoves them together into a single interpretation of the world, processed as colors. This leaves her incredibly aware of her surroundings, as she does not rely on any one sense, and recognizes even tiny pieces of stimuli. However, if she does not have time to adjust to a sudden increase in stimuli, it is also easy for her to become overwhelmed.

Acrobatics: Many years of stringent training has given Chelena incredible skills in acrobatics, both in terms of flexibility and athletics. She is a talented contortionist and gymnast.

At War with the Sun: Chelena hates her inability to thrive in light, and conducts a daily war with the sun, often wandering with impunity into direct sunlight. Over the years, this has led to, for a Nocturne, an impressive resistance to the effects of sunlight. However, even a couple-day ceasefire with the sun can undo weeks to months of combat.

Security Master: Chelena knows her way around almost any security measure that are put in place to guard valuables. Locks, pressure plates, light traps, even magic traps, are hardly a hindrance to her.

Notable Possessions:

A set of unbreakable lockpicks cleverly disguised as hairpins.

Colorful scarves, highly attractive to both Chelena's and normal perceptions, that she primarily uses in her acrobatics. However, they are also made of a variety of materials, and allow for some creative uses in thievery.

Aux: Vethe, a black and cyan snake, the same colors as Chelena herself. However, instead of possessing scales, Vethe has a combination of feathers, fur, and scales.

Advents:
Color Memory: For one minute, Chelena can connect forgotten stimuli with the things she now experiences. This allows her to find nearly impossible patterns, fight more effectively against an unknown combat style, or crack the latest and greatest security.

Mesmer: Either by voice or by movement, for one minute Chelena can completely hypnotize anyone who observes her. She can use this time to implant suggestions into the minds of the observers, or plumb information from their minds.
 
Crucia
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Name: Crucia

Race: Avian

Nation: Viridios

Occupation: Order of the Storm- the mages of the skies, a stormcaller summons the elements of air and water to serve at their whim.

Notable Skills:

By the Wing: (Racial) Crucia can speak to arial beasts and use them as messengers or scouts.
Moody Skies:
the air around Crucia reacts to her emotions, creating a physical depiction of her feelings.
Stormcall: Crucia can condense and shape the skies around her, causing focused gusts of wind, lightning, and even snow.


Notable Possessions:
TBA


Aux:
Unknown-1.jpeg

Advents:
Natural Disaster: Crucia can amplify her stormcall abilities, releasing a deadly hurricane/tornado/thunderstorm. It's just a baby natural disaster, though. Pretty adorable in all honesty...
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Jules Vriska

Race: Human

Nation: Pegulis

Occupation: Tracker/Bounty Hunter

Notable Skills:
Wilderness Tracking - She can track anything or anyone through the wilderness when the signs are there.

City Searching - With the use of investigating, an eye for detail and the occasional magic cheat, Jules can track people's movements through a town or city.

Location Memory - By stars, by map, by land markers, she remembers the routes.

Fighting Dirty - Jules has no scruples in a fight and will use ANYTHING to her advantage.

Notable Possessions:
Enchanted Dagger - The enchantment is a "shock bolt" that electrocutes the stabbed. The bolt is LOUD and not her prefered weapon for stealth.

Sack of Knockout Marbles - She enlists a sorcerer to enchant a marble with a "knockout" spell. Marbles are small and easy to carry around in bulk. She uses these to catch bounties.

Aux: A silver fox ear cuff. [spoili]
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Advent:

What is Lost - She'll get a direction to head when searching for someone or when she has lost her way.

 
Name: Tattersal, The Fallen General

Race: Forest Kin

Nation: Viridos

Occupation: Former Military Leader

Notable Skills:
  • Guerilla Commander - Tattersal's strategies and tactics focus on exploiting the land itself to crush and demoralise the enemy; he excels at raids, ambushes, trickery and deception. Experience and the wisdom of the years has taught him the value of breaking the enemies will and not just defeating them. Though his skill at campaigns outside of the realm of Viridos is lessened, within the borders of the land he loves he is a devastating leader.
  • Whirlwind of the Trees - With a spear in his hand, Tattersal is a powerful combatant. Over many years he has mastered the art of using his favoured weapon's reach and length to face off against foes. Much like his preferred tactics of war, his style adopts a defensive style, leading the enemy into attacking before bringing them down with speed and precision.
  • One With The Land - Having spent well over a decade living outside of the protection offered by the settlements and cities of Viridos, the former general has learned to live amidst the flora and fauna of his country. Acquiring food and water, finding shelter when needed and handling the often dangerous wildlife has all become second nature to him. Amidst the trees and swamps he has not only survived: he has adapted.
  • General's Presence – A key aspect of leadership is ensuring your commands are heard and obeyed; this is something that, through a long career, Tattersal has significant skill with. He knows how to draw the eye, how to ensure his words are heard, how to demand the attention of armies and how to go toe-to-toe with politicians. His is not a subtle method of communication; it's a mixture of presence, a booming voice and raw intimidation.

Notable Possessions: An outcast-forged longspear, a memento from an old campaign. His banner, marked with the symbol of a spear and a single eye.

Aux: Tullus, a wolverine.
wolverine_by_azany-d6x2os6_zps4e90590c.png

Advents:
  • Leader's Insight (Guerilla Commander) - Once a day, Tattersal can merge with his Aux to gain a single tactical insight into a conflict at hand. The likely next move by the opposition. The location of an extremely useful ambush site. These insights are only short-term ones; the grand strategies of his foes are not something that he can glean insight into with this ability.
  • Unchallenged Figure (General's Presence) - Once a day, Tullus can amplify Tattersal's presence to unnatural levels. He demands the attention of all present, be they assembled room of generals or a field of soldiers, his voice refuses to not be heard, and anyone locked in an argument with him is suddenly faced with the intimidating prospect of going up against his Aux-enhanced presence.
 
Name: Belphebe

Race: Draken

Nation: Viridos
Appearance:
Peruvian_Naga_by_kyoht.jpg

Occupation: Madam (she runs a brothel)

Notable Skills:
It's all business: prostitution is just another commodity and Belphebe is a master merchant.

Political face: to keep her business running she has to deal with a lot of people and hiding what she is feeling has become a way of life. This becomes especially useful when influential customers get a bit to sure of themselves.

Seduction: Started from the bottom, has a much more literal sense in her line of work. She knows how to use her body to get what she wants and she is not shy about it.

Contacts: She has met a lot of people and she has set up a network to get what she wants.

Notable Possessions: A pipe made of silver and wood. A silver chain with a single copper coin as a pendant.

Aux:
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Advents:
That sweet perfume: For the one minute when she breathes she exhales clouds of slightly purple smoke that is a powerful perfume that is like a mix of an aphrodisiac and an opioid.

The cloth's pattern: During this advent she becomes highly aware of patterns. Able to pick out the similarities that tie events together.
 
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Roxiel
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Race:
Half Draken

Nation:
Kaustir

Appearance:
Lithe and strong, she is beautiful and cold, the Draken side of her hidden beneath cloaks of heat resistant material

Occupation:
Falconer for the Court

Notable Skills:
Animal Tamer
As a child, animals of all variety would accompany her. This fact helped her win the title of Falconer for the court in Zirako.

Flame Manipulation
For a minimal amount of time, Roxiel can conjure a flame, with this flame she can keep her temperature warm when traveling to colder regions.

Charming Linguist
She is a smooth talker and very easy to speak with, it seems like only mere moments before you are pouring every thought out to her, with this gift comes the ease of learning new languages swiftly.

Glass Eyes
With this skill she is able to coat her eyeballs with a glassy hard substance that deflects hot burning ash and sands as well as other sediment.

Notable Possessions:
Her Falcon Staff.

Aux:
Moto
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A Red Tailed Falcon


Advents:
Flame Fury
If in need of extra help in battle, or a last ditch effort to lose an attacker, Roxiel will be engulfed in a whirlwind of hot flames. It lasts for one minute, and can only be used once per day.

Animal Brain
Without uttering a word, Roxiel can block out all other sound to focus upon the needs and thoughts of any targeted animal. May only be used one a day for a minute.​
 
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Name: Hakim Teadoir Ehrendil

Race: Forest Kin

Nation: Viridos

Appearance:

Occupation: Xenophobic Herbal Minister of Hosia and drug kingpin.

Notable Skills:
Stoic Calm: He can handle pressure very well.

Ehrendil Swordmaster: Though mostly a hobby. He is a capable swordfighter.

Herbal Master:He knows what there is to know about herbal medicine.

Notable Possessions:
Two Krabi Swords.

A bag of herbs: He always carries some with him.

Aux:
A ring with the Ehrendil Clan-emblem on it.

Advents:
Sworddance:
For one minute per day, he can activate an advent that makes him an excellent swordfighter – his movements swift like a dancer.

Induced Hibernation: He can put other people into a temporary state of hibernation. Injuries that the recipient may have at the time will halt their development. For as many days as the recipient is given induced hibernation, Teadoir falls into a coma-like rest.
 
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Name: Aar'athi Bryg (Pronounced Aar'ahti Brig)
Race: Draken
Nation: Kaustir
Appearance:Greyish- green scaled looks similar to a frilled lizard
Occupation: Soldier
Notable Skills:
Poisoned spit- Spits poison 20ft.
Ironclaw- if disarmed Aar'athi can make his claws as hard as iron
Pariah's fist- unarmed martial arts fighting style
swordsman's speed- Aar'rathi is a skilled swordsman and as such can cut through certain items with ease
Notable Possessions: Aar'athi has a favorite sword- a Scimitar with a poisoned edge
Aux:
A Dragon the size of two men
Advents:
Camouflage- for one minute Aar'athi can change the color of his skin to blend in with his surroundings
Foresight- Aar'athi can see one minute into the future for one minute
 
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The Avian Artist, darkgreen

Name: Miria Soma Emrys

Race: Avian

Nation: Viridos, Hosia

Appearance: Black Hair, Rainbow Dyed Wings

Occupation: Magick Artist

Notable Skills:
  • Capture Specialist: She can memorize anything she sees and nearly perfectly replicate it on canvas or clay.
  • Living Art: She has the ability to, with enough effort, bring inanimate objects in her art into reality, or have the images move within.
  • Anatomical Understanding: Due to her ability to replicate anything she sees that she can draw, she has the ability to function as a second rate physician when it comes to treating physical wounds and injuries.
  • The World Is My Canvas: She can easily draw or paint large scenes into walls, trees, or whatever other material she wants to work on.

Notable Possessions:
  • The Infini-Palette: A painting palette that never dries out or runs out of paint. When flipped over, the paint type changes.
  • Sketch Book and Charcoal: Literally just a sketchbook and charcoal that she uses to work with.
  • Emrys Staff: A walking stick that's been passed down through her mother's side of the family. Supposedly it's an ancient magickal artifact.

Aux: Severn, The Winged Serpent (12 In Long)
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Advents:
  • Breathing Art (Living Art): She can bring any one creature she has drawn or sculpted to life for one full minute, after which point it either disappears like dust in the wind, or crumbles into a mound of dry clay.
  • With All The Colours Of The Wind (The World Is My Canvas): She can paint inanimate objects around her in the air without needing canvas, making her able to paint doors through walls, or well, just about any non living thing, as many as she can fit within that one minute span.
 
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Name: Azriel

Race: Avian

Nation: Pegulis

Appearance:

Occupation: Doctor/Herb Master

Notable Skills: Making Medicines from Herbs, Healing Magic, Ability to "see" and identify different illnesses, VERY limited offensive magic (Basic Fire, Water, and Lightning spells. Basically only good for survival.)

Notable Possessions: A sword worn on his hip, various small bags for carrying herbs


Aux: Xanther- A red bird resembling a Phoenix. Small enough to perch on his shoulder.

Advents: Heating/Mixing of herbs for medicine: He can create miracle medicines that would take Azriel a week to mix in a minute, but he's only able to do it once a week at most(Ingredients must be present.)

Healing ability; He can rapidly increase the speed of healing major wounds down to little more than a scar by shedding tears over the wound for a minute's time.
 
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Shae Reding- The Sand Scryer, darkred
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Race:
Human

-

Nation:
Kaustir - Avarath

-

Occupation:
Glass Blower/Performer

-
Notable Skills:
  • Glass Smith: Shae is a skilled artisan and glass blower.
  • Street Performer: Years of touting her art on the street has left Shae with a unique gift of performance. She is charming, persuasive, and able to think quickly in most high pressure situations.
  • Sleight of Hand: Though she claims to be a soothsayer by way of blown glass mirrors and the like, Shae is really just a talented performer, adept at the usage of smoke, mirrors, and a fair bit of trickery.
  • Fire and Sand: Specialized ruins crafted by years in the family trade mean Shae can pull heat from desert sand and deconstruct glass objects.
Notable Possessions:
  • Blowpipe: A stout, hollow iron pipe, roughly the width of a man's thumb.
  • Work Kit: Shae's magic means she can travel light and still work. Her work kit is a small, hard-sided case containing some blowers' materials, a heavy cloth used in her performances, and a variety of mirrors in all sizes. Also some of her sturdy craft pieces.
  • Vitro: A "living" glass phoenix.
Aux: A black stoat named Ombre, roughly the size and length of a grown man's arm.

Advents:
  • Magma - Fire and Sand: Shae can control (and create) what she calls 'magma', the raw, liquid glass material, made of superheated sand.
  • Second Sight - Sleight of Hand: For one minute, once a day, Shae can scry in any mirror she has created. Generally, this just means spying on a single person while they scratch their ass not ten yards from where she stands. But every once in a while, she will see something much, much greater...
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Name:

Cullen Driskell

Race:

Human
Nation:

Pegulis

Appearance:

kg.jpg

Occupation:

Ambassador

Notable Skills:
  • Linguistics - Cullen is gifted in all things pertaining to languages and is thus capable of speaking and understanding most languages as well as being able to read and write in them.
  • Diplomacy - Adept at making deals of all kinds, whether it be for trade purposes or a "You scratch mine and I'll scratch yours". He usually ends with the most benefited side.
  • Improved dexterity - Important for someone in the delivery business, he has increased speed and reflexes. Time is everything after all.
  • Small arms training - Not everyone is a fan of ambassadors from other places, so the use of defensive weapons is a necessity at times.
Notable Possessions:
  • A steel dagger worn inside his coat.
  • A messenger style bag, slung over his shoulder and across his chest.
  • Writing supplies (booklet/paper, ink and quills)

Aux:

A pin in the shape of an opened scroll, worn on the strap of his bag.

Advents:

  • Forgery - Cullen is able to create perfect replicas of documents and even signatures, given he has seen them at least once before.
  • Neither rain, nor sleet... - In times of desperation, a bit of super dexterity goes a long way. A boost of speed for a destination that is just out of reach, added height to a jump so he can clear a gap or get over someone that blocks his way. Even finding some sort of crevice in an apparently smooth and sheer wall. Nothing keeps him from his delivery.
 
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Name: Z'tir

Race: Anima

Nation: Viridos

Appearance:
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Occupation: River Guide

Notable Skills:
River Navigation (Z'tir knows the Prosperos and it's tributaries)

Boatmanship (Z'tir can proficiently handle any river vessel)

Two-weapon fighting (Z'tir is deadly ambidextrous)

Notable Possessions: compass, sextant, and a leather bound notebook full of navigator notes

Aux: Algah the Caracara
yellowheadedcaracara-rb.jpg

Advents:
The River of Time (River Navigation) - an indescribable, sixth-sense reveals a new secret about the Prosperos River to Z'tir. This information can range from a simple weather report all the way to premonitions of future events.
 
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Name: Urrthrak

Race: Anima (Tiger Anthro)

Nation: Kaustir

Appearance: Though he looks largerly human, albeit a broad shouldered and lean muscled one, his long hair is striped black and white, like his fathers fur. His hands and feet are tiger claws above the second finger/toe bone.
His dark brown eyes are slightly squinted. He usually wears a hooded robe to protect himself from the elements, under which he wears nothing but a loincloth and a pair of sandals.

Occupation: Urrthrak is a Martial Artist, a monk in service of one of Kaustirs (not so religious) monastery. He gets a monthly allowance to live off.

Notable Skills:
-Martial arts master. (Though not unequalled, he's one of the greats in his monastery.

-Meditative mind. (He can keep calm under pressure, and rarely loses focus. )

-Resist corruption. (Though he's far from uncorruptable, his mind is his own, and there is very little magic can change about it)

-Superior Balance. (Has less issues with activities where balance is an issue, for instance, acrobatics or climbing )

Notable Possessions: None

Aux: Guardian Flames. (A flaming aura that surrounds Urrthrak, attempting to keep him safe.)

Advents:
-Cleansing (resist corruption) - Removes any magical effects from Urrthrak OR another person, be they positive or negative.

-Fists of flame (Martial Arts Master) - Boosts Urrthraks offensive power by making his body burn anything that touches it.
 
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Name: Jarrik Horriksson
Race: Human
Nation: Pegulis (Tavark)
Occupation:
General of Tavark's Defense Force
Appearance:
Horriksson009_zpsf277a18e.jpg

Notable Skills:


Military Icon: General Horriksson commands great respect within Pegulis' Military and Administrative hierarchy.
Legendary Leader:
Horriksson has won numerous battles of import, leading the vanguard in most of his victories.

Wizard of the Wilds: Over the many years, the General has accumulated a wide array of simple, wilderness oriented spells. From mold sticks into weapons or tools, to basic pyromancy, Jarrik is always well equipped to survive in the freezing wilds of Pegulis.
Notable Possessions:

Vest of Errik: Passed down in Jarrik's family for five generations, The Vest of Errik, as well as bestowing a resistance to cold, imparts it's wearer with superhuman strength and durability. Though now, due to the general's age, it simply allows him to keep up with his much younger subordinates. The vest itself is also incredibly durable, making for an excellent piece of light armor.
Warhorse: A fine, hardy steed.
Aux: A tiny pine sapling, housed in a small, ornate pot, worn around his neck as a pendant.

Advents:

Tall as a Conifer: General Horriksson instantly shoots up in size, reaching ten feet tall for one minute.
Mountain Air: During this advent, Jarrik can breath in Pegulis' mountain air in order to cure him of any poisons or diseases he may be suffering from. Only available in Pegulis, as the air loses it's properties after a few hours in a jar.
 
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Name: Artorius Cale

Race: Human

Nation: Pegulis

Occupation: Aldus Coucilman's Son/Thief

Notable Skills:

-Lockpicking: Art is able to crack simple locks rather efficiently, though more complex mechanisms give him some pause.

-Pickpocketing: Like any thief worth his salt, Art can slip his hand into and out the average man's purse with a good chance of going undetected.

-Persuasion: Artorius has a silver tongue that he oft utilizes to get himself out of bad situations or to try to get what he wants out of people.

-Urban Navigator: Art is able to venture his way through cities with ease, vaulting over smaller obstacles in the streets and alleyways or shimmying up a pole to get to higher ground.



Notable Possessions: Set of thief's tools, steel short sword and dagger combo, thin gold chain and emerald topped gold ring, leather sling and pouch of small steel balls for ammo.

Aux: Skeleton Key (Unsuspecting silver key, simple in design)

Advents:

-Open Sesame (Lockpicking): Enables Art's skeleton key to open any lock, bypassing even the most complicated mechanisms as if they were nothing.

-Surface Runner (Urban Navigator): For a short time Artorius is able to defy the laws of gravity and run straight up any surface without need for footholds, this ability doesn't only affect solid surfaces: it also allows him to run across liquid obstacles like water.
 
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Name: Naev​
Race: Forest Kin
Nation: Pegulis

Appearance: Naev
when not in human form, she is simply a ball of icy mist.

Occupation: Ice carvings and creations. Sculpting and decorating.

Notable Skills:
1)Communication: Naev can 'read' the plant life, seeing what it's seen in most recent 'memories'. This can be done with animals too, but only if relaxed and unharmed.
2)Flash freeze- Naev can freeze the moisture in the air (or any form of water around her), creating weapons (or objects) of her choice.
3) Diamond flesh: Naev crystalizes herself, increasing defense but slowing herself down.

Notable Possessions: Though she doesn't carry items with her, Naev holds on to a dear memory by creating small statues of a little girl.

Aux: Ice ball- Cru: Ice ball that hovers around her.

Advents: 1) Blindside: using her Aux, Naev bounces the sunlight off of the ice and snow, blinding enemies or using it as a distraction.

2)Communication- with help from Cru, she is able to see extended events or long term memories, instead of just most recent or immediate.​
 
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Name: Ohm Wismerhill

Race: Human

Nation: Pegulis

Appearance:
1486581-bigthumbnail.jpg


Occupation: Salesman of (illegaly obtained) antiquities and oddities.

Notable Skills:

- Keen Eye: Omar is often able to easily value an item worthy to be stolen or not.

- Underground Networker: Knowledge is power and he knows just who to contact to get the info desired.

- Spelunker: Able to traverse difficult terrain such as caves and ruins adequatly.

- Ambidextrous Fighter: Able to dual wield Wakizashi effectively

Notable Possessions:

- Grapplehook: Metal grapplehook attached to sturdy rope.

- Dualbladed sheath: One horizontal icy blue sheath on his lowerback, shielding twin Wakizashi

- A one-eyed loop: To further investigate an item for its worth

- 'Black Book': A black agenda enchanted to only show the reader its contents, people looking over the reader's shoulder can't see any text in it.

Aux: A mask (Usually placed on his shoulder / upperarm)

Advents:

- Cat's Eye (Keen Eye): Able to see in darkness almost as clear as day, for one minute.

- Aurist (Underground Networker): Able to see and analyze emotions and intentions from nearby people, for one minute.
 
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Raige Mordekain +Vengeful Apprentice+
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Race: Anima (Wolf)

Nation: Pegulis (Tavark)

Occupation:
(Currently a Hunter)
Apprentice/Squire

Notable Skills:
  • Son of a Veteran.- Raige's last name gives him a certain pull with military officials. As well as people of Tavark
  • Call of the Wild- Raige can howl and be heard at long distance. This allows him to deliver vague messages at long distance (If the recipient Is taught to decipher the howl)
  • Son of a Warrior- Raige has basic melee combat knowledge/training. (mainly Swordplay and hand to hand)
  • Wild Hunter- Raige's superior sense of smell and endurance make him an impeccable hunter and tracker.
Notable Possessions:
  • The Fathers Sword- The sword of Raige's father
  • The Mother's Necklace- Necklace of his Mother
  • Hunting Long Bow- Long bow used to hunt
Aux: Kainar- A ring Raige has had since birth.
32R293.jpg
Advent:
  • The Falcon's Fury (Son of a Warrior)- Aux fuses with a weapon and gives off a razor wind aura that cuts like a sharpened blade. IE: used on an Arrow the arrow could still hit if it misses due to that aura. Sword would have slightly greater range to its edge making it more broad. etc.
  • Pack Hunter (Call of the Wild)- Raige can use his Howl to be heard Specifically by someone he designate. An image of his whereabouts will become clear in their mind.As well as a short message he hopes to pass. (Must be within hearing distance/No one else will hear this howl)
 
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