Eneia: A Story of Aether and Chaos - OOC and Characters

Mythy the Dragon-Wolf

Hopeless Romantic
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Posting Speed
  1. One post per day
  2. 1-3 posts per week
Writing Levels
  1. Beginner
  2. Elementary
  3. Intermediate
  4. Adept
  5. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Primarily Prefer Male
Eneia Labeled.png
Welcome! In addition to the Iwaku rules, please follow these of my own:
No discussing real world hot-topic issues, such as politics, religion, or other things that may cause arguments.
Do please respect your other players, and my role as GM.
Don't be afraid to chat or ask questions! I love it!

Please post at least once a week per GM post. If you cannot, please let us know!
Please at least one paragraph per post, do your best to keep the scene moving.
Please do your best with punctuation and grammar!
There is no posting order, and you are allowed to post to keep conversations moving, but please be courteous and limit yourself if it is only you and someone else.

~~Dramatis Personae~~
@Mythy the Dragon-Wolf - Lotharial Neri (Below)
@Ariel - Ilaryll Anarore
@Orikanyo - Batsaikhan
@Quiet One - Mati
@Jessica2477 - Sephura
@Majem - Gallivan

IC THREAD

Nations
Twin Sisters
Brief History: The Twin Sisters is the name of a nation made of two islands. These islands used to be together, until an event in a long-past and forgotten war cleaved them apart. In the aftermath, the two islands soon became culturally distinct, and even came close to war at times. However, in slightly more recent history they reconciled and have formed a pact of protection and mutual respect.

Leadership: "Sisters" Veris & Zotha

Cultural Notes: Two leaders, one from each island. Believe the tower is the passage to the gods' home, and will open when the people are ready. Matriarchal structure, heavy focus on fishing (younger/south) and farming (older/north).The Older sister has larger farming communities, where the younger has smaller villages focused on fishing. Very powerful art scene, with dances to celebrate various festivals, including the days of rending and reconciliation.

Rotunga
Brief History: Thought to be the shared homeland of the Lizardfolk and the Beastfolk, Rotunga is now a thriving nation and continues to have a large amount of the folk. Originally an island-wide battleground between the folk, the island came to peace only with the direct intervention of their respective deities. Since then, the clans banded together and had melded their cultures before any other races joined their island.

Leadership: Clan Fang (Clan Leader Fa'shath)

Cultural Notes:Heavy focus on hunting-gathering. Leadership by single clan, determined by ritual tournament every five years. Not much of the woodlands have been disturbed, only enough to build and live. Outsiders found to have violated the natural order will be subjected to harsh punishment.


Volath
Brief History: The youngest nation on the mainland, Volath is a kingdom founded by a man who shared the same name. Disillusioned by the Papacy, he and a group of followers trekked through the wildlands to find a piece of unsoiled land. Once founded, the Papacy sent troops to bring this new ruler to heel, but Volath refused to bend. By this point, the Papacy holds an uneasy respect for the kingdom.

Leadership: King and Queen Noucta

Cultural Notes: Arable farmland and natural resources make for a generally prosperous place. Large emphasis on the tenants of chivalry, and knighthood is the epitome of warrior training.

Mon/Dura
Brief History: Technically a single nation, Mon/Dura is split by virtue of the two tenants of Mondura, the hunter deity. Mon, or the silent stalker, says that the hunter is patient, quiet, and strikes when the time is right. Dura, the strident striker, speaks of the hunter who is loud and garish, striking fear into their prey before the kill. Despite the difference, Mon/Dura is relatively peaceful.

Leadership: Mon Davesh & Dura Luril

Cultural Notes: Many of their warriors and those trained in Mon are archers and assassins, as well as skirmishers. Dura is said to have originated the Order of the Gunner, though that is as yet unproven. Mon and Dura are led separately and are different nations in all respects.

Marath Papacy
Brief History: The oldest nation on the mainland, the Marath Papacy is led by The Holy, a singular figure who is believed to be chosen by Marath himself, the god of Civilization. When the current Holy comes of old age, the search for the next begins. And once found, they begin the training and learning to become the next Holy.

Leadership: The Holy Xacrai

Cultural Notes: Currently embattled within itself due to The Holy's actions not following Marath's dogma. He holds powerful sway over government and a majority of people, and uses this to consolidate his power and continue his war of subjugation against Zarai.

Zarai
Brief History: Zarai has always been a proud and independent nation, however in the past few years the Papacy has begun a war of subjugation. There was no provocation, though the Holy cited their preference to live in harmony with nature, rather than conquer it. Zarai, as a whole, has resisted - however, they can only resist the Papacy's troops for so long.

Leadership: The Holy Xacrai (Forced)

Cultural Notes: Food comes from a mix of hunting, gathering, and natural farming. A large amount of striders and druids come from Zarai, and nature is truly respected. Currently, Zarai as a nation is under siege, and their leadership has been de-seated by the warmongering Holy Xacrai

Ward/Sath
Brief History: Despite the island's names of "The Eternal Conflict", the people of Ward and Sath do not harbor resentment towards one another. In fact, there are fewer and fewer people living here every year. The island of Ward has become heavily inundated with Aether, and every animal and plant imbued with Aetheric essence. The same can be said for Sath, but with Chaos - the two islands are areas of conflict as the two energies fight for total control. Wildlife and creatures clash, and unprepared peoples find themselves in the middle. Despite the large amount of people fleeing, there is a large amount of untapped Aetheric and Chaotic resources for well-prepared expeditions.

Leadership: Lord Lorthan (Ward) / Lady Savra (Sath)

Cultural Notes: Originally, Ward and Sath were islands under the control of the Papacy and the Imperium. Through combining forces they were able to gain their independence as one. However, due to the difference in their cultures from their original leadership, they soon decided to amicably split and keep as allies.

Jolkat Imperium
Brief History: The Imperium is considered to be the oldest nation on Eneia, consisting of a long-isolated peoples who only relatively recently (approx 300 years ago) opened their borders for immgration and emigration. They are very skilled in the creation of weapons and armor, and many of their techniques have been taught to smiths who spread them around the world.

Leadership: Emperor Falkain XIII

Cultural Notes: A very metal-rich land, the Imperial citizens have had many years of isolation to create many arts of crafting, some general and many specialized. Strong metals and alloys have become their primary export, though many continue to be used for Imperial Interests.

Ilt/Sa/Yol/Van
Brief History: What used to be a single, unified empire broke into four warring kingdom-states upon the assassination of an emperor long-since removed from the throne. The borders are constantly embattled, and yet when something threatens their island as a whole they seem able to band together and repel it. Unfortunately, these treaties never last.

Leadership: Ilt-Tho/Sa-Yalt/Yol-Zhun/Van-Lihkil

Cultural Notes: So different, and yet so similar, the four Kingdoms tend to do the same thing, in different ways. Their weapons and armor are of similar make, and yet aesthetically different. Interestingly, as long as someone isn't actively harming their efforts, all four kingdoms are amicable to strangers moving through borders.

Other Places of Interest
Labyrinth and The Labyrinth Below
Labyrinth is the name of the city built upon the single island where the entrance to the Labyrinth Below is found. Given the curiosity that is the grand stone portal to the Labyrinth Below, some of everything can be found in the city. From merchants to crafters to ne'er do wells, you can find anything you need in Labyrinth, for a price. Around the city are three floating towers of magical learning: The Aetheric, Chaotic, and Arcanic colleges. Though the practitioners themselves do not harbor any issues, the towers are kept separate due to the energies not playing nice in large amounts. As well, the colleges are technically able to roam, but with the focus around Labyrinth, suich is where the towers are anchored for now.


The Labyrinth Below is, at the surface, simply a large stone arch with a portal of flowing Aether and Chaos within. Walking through this portal - which resists any and all attempts to be moved, manipulated or destroyed - brings the group to a room. This room is always different for each group and each trip, as the Labyrinth is eternal and ever-unchanging. Inside are monsters, flora, fauna, and materials unique to inside the Labyrinth.


Labyrinth was founded a century ago, which was the year the Labyrinth Portal appeared and the Aether and Chaos began to run rampant. Many scholars study the Labyrinth, but the city has also become a haven for adventurers and thrill-seekers, of which the Labyrinth Below is a never ending fountain of their lifeblood. Despite all this, and how many new items are discovered every day, Labyrinth seems to be near-immune to Aetheric and Chaotic taint, as the island has never been touched by either.

The Tower
The Tower is a structure older than anyone can remember, taller than can be seen from airships, and has been situated on the island since before the rending of the Twin Sisters. It is said that this tower has existed since the beginning of time, and the inhabitants of the Sisters believe that it is the home of the gods. The true purpose is unknown, as it has never been breached - there is nary a door - so as far as anyone knows, this is true.

Mondura Unified Temple
The Mondura Unified Temple is a manmade structure inhabited by those who have seen the truth of Mondura, and wish to learn how best to utilize both aspects. In truth, the Order of the Gunner originated from this Temple, but has long ago split off and is now located in secret.

The Expedition
The Expedition is an expedition onto an island that appeared fifty years after the appearance of the Labyrinth Below. Not much has been explored, and there is only a single camp, but a few things are for sure: The island is filled with ores unknown to Eneia, and these ores are guarded by creatures that are stronger than anything known to Eneia. The barren island simply appeared one day, and seems to hold nothing but ore, and the aggressive monsters.

Orcish Tundra
The birthland of the Orcs, the Tundra is full of many resources for those brave and strong enough to survive. The Orcs themselves grew as a race by hunting and slaying the massive beasts that also called the land home. They used the meat and materials for food and equipment, and still do. Even though Orcs have wandered, a large amount of them still live on the Tundra and make their living this way.

Wildlands
The wildlands is the name of the center of the mainland. Within are many creatures both benign and aggressive, as well as other materials that are harder to find other places. The Wildlands is where a large amount of Aetheric and Chaotic tainted areas can be found - not that they are unheard of in other places, but in smaller areas.

Natural Orders and Magic
Essence, Spirit, and Souls
Essense is a substance that inhabits all things, and is released when living things die. It is formless, and yet it is necessary for life. When a child is conceived in the womb, the fetus takes essence from both parents, and the environment. The essence then grows to fill the vessel through their life, and upon death the essence is released back into the world. Environmental essence, however, is not necessary for conception - it only makes it easier.


Spirit is the name of the part of the soul that makes a human, or other sentient creature, who they are. Personality, temperament, everything is attributed to the spirit. Where the spirit comes from or how it forms, no one knows. Once the being dies and the essence is released, the spirit departs this realm to the afterlife.


The soul is the combination of both essence and spirit. Both halves are needed for the soul to survive. Souls are powerful sources of energy, but are hard to gather and the usage of such irreparably damages the spirit, so all uses of souls are frowned upon at best, and punishable by death at worst.

Aether and Aetheric Magic
Aether is one of the two energies released by the breaching, a light-blue mist that permeates the air where it is found. Aetheric taint makes colors more vivid, sounds brighter, and all in all makes things seem more alive. When the Aether imbues flora and fauna, it grows larger, more fearsome, and more aggressive. Aether is also found in small amounts in all people's bodies.


Aetheric Magic utilizes the larger amount of Aether found in those born as Aetherborn. Aetherborn often have more vivid hair and eyes, and are able to use their own Aether to create projectiles, shields, and similar effects. Those who practice Aetheric Magic must be careful to regulate the use of their magic, elsewise the lack of internal Aether will rapidly age them.

Chaos and Chaotic Magic
Chaos is the second of two energies released by the breasting, a deep green fog that covers the land where it is found. Chaotic tait makes things seem duller, and as it imbues flora and fauna, they grow larger, and twist into more fearsome-seeming bodies. As Aether, Chaos is found in small amounts in all people's bodies.


Chaotic Magic is found in those known as Chaos-Touched. Those people are most often found at birth, but at times chaos can imbue a person later after birth. Chaos Magic is often used for attacks on a larger area that Aetheric magic, or to temporarily transform parts of the body for greater effect. Chaos mages must be careful, as using too much Chaos will create a void, and in this void will grow too much chaos - mutating the user's body beyond recognition.

Mana and Arcane Magic
Arcane Magic is borne of a 'neutral' energy called mana. It pervades everything and everywhere, but does not cause any manipulation nor taint. Unlike Aether and Chaos, mana can be used by everyone with the desire and training. However, should an Arcane magic user channel too much mana through their bodies, it will refuse to channel any more until recharged, at which point the mage is next to defenseless. Arcane magic is used to create any number of effects with a ghostly sliver energy.

Nature Magic
Nature magic is the purview of the druids, and allows for the manifestation and control of natural phenomena, as well as limited control of plants and animals. The ability to use and the amount of nature magic that one can use depends on their standing with the spirits. The greater your standing, the more powerful you are, for longer. Should the spirits forsake you, you lose all ability to use nature magic.

White Magic
White Magic, despite the name, has little (if anything) to do with divinity, and everything to do with willpower. Those trained in white magic learn to focus on a concept, a belief, something that they can put their will into. As long as they do, they are able to perform such miracles as healing and creating lights in the darkness, as well as sending bolts of physical will to pierce their enemies.

Dark Magic
Dark Magic is the catchall name for magics that, while not inherently evil, are often frowned upon at best in society. The two most common examples of this is Necromancy and Blood Magic.


Necromancers who are accepted in society are those that do not disturb the resting dead at all. They utilize pure essence in order to create and animate bones for projectiles, walls, or guardians such as skeletons.


Accepted blood magicians use only their own blood (and occasionally that of enemies) to create weapons, projectiles, and other solid objects. They learn how to manipulate a few drops of blood for full effects, rather than phials full of the stuff.

Saint's Blood
Saint's Blood is the name of a certain bloodline that has been spread about the world through breeding. Any being race can be born with Saint's Blood, from noble to street urchin. While Saint's Blood by itself doesn't give one any special powers, there are many items, especially those found in the Labyrinth Below or crafted from those materials, that only seem to give their full power to those of Saint's Blood.

Races
Human
Appearance: The most varied of the races, humans skin is anywhere from light to dark, with various skins of tan and browns appearing. Their hair can be blonde, black, brown, or a dirty orange, and their eyes can have blue, green, brown, or a mix of those colors. When Aetherborn or Chaos-touched, humans look barely any different.

Cultural Notes: As varied as their appearances, they tend to assimilate into their home nation.

Elf
Appearance: Generally a touch taller than humans, and with pointed ears, elves are a lithe race with fairer skin and coloring. They seem to be more attuned to Aether, with Aetherborn having light blue markings from birth, while Chaos-touched seem to not be visibly affected.

Cultural Notes: With a homeland built upon a plateau in the wildlands, Elves are creatures of the air. One of their most favored hobbies is to take a creation known as a wingstick, and soar on the wind.


Dwarf
Appearance: Shorter than most humans and powerfully built, Dwarves have skin tones the color of the stones they live nearby. Often this means that a clan of dwarves that lives in the same fortress will share the same skin tone. Their hair is most often of earth tones, and their eyes are likened to gemstones. They seem to be more affected by Chaos, with those that are Chaos-Touche having dark black skin, with 'cracks' that glow the chaos green.

Cultural Notes: When not living in the cities of other peoples, or their large mountain fortress homeland, Dwarves construct and live in large, stone fortresses. These fortresses are large and mostly self-sustaining, with jobs and tools being passed down from generation to the next.


Orc
Appearance: Sharing a height with the humans, and having skin of green to grey, are the orcs. They often wear their hair in a single braid down the back of their head, and this hair shares the coloration of humans. Orcs almost always have brown eyes, and seem to share affinity for both Aether and Chaos - when Aetherborn or Chaos-touched they have the marks and color of Elves and Dwarves.

Cultural Notes: Orcs, especially the ones in the Tundra, are a proud warrior people. They prove they are ready for adulthood by hunting and slaying a beast, and with that they formally join the clan. Outside of the tundra, Orcs tend to have similar (albeit less deadly) rituals.


Lizardfolk
Appearance: Lizardfolk are born in two types: Leatherheads and Scalebacks. This matters to nothing except if they have leather-like skin, or scales. Either way, they can have colors and patterns similar to lizards, and their eyes are similarly slitted. When Aetherborn, a Lizardfolk tends to be larger, and more slim while Chaos-Touched Lizardfolk grow spikes, especially on the tail area.

Cultural Notes: Liazrdfolk are great hunters, and have their own unique aesthetic. Many of them forsake heavier weapons and armor for a faster, more agile attack style.


Beastfolk
Appearance: Beastfolk have slight muzzles, and a variable amount of fur that surrounds their face and covers their bodies. Their legs bend back, like many animals, and their feet and hands end in claws. Their fur colors and styles are varied, and their eyes are bright and predatory. When Aetherborn, they tend to look more animalistic - Chaos-touched seem more humanoid.

Cultural Notes: Like their neighbors, the Beastfolk are powerful hunters. Unlike the quick Lizardfolk, they are more apt to accept the use of powerful armor and weapons. They also have their own Aesthetic.


Angelkin
Appearance: Angelkin have the same bodies as humans, but their skin is always fair, at times even pure white. Their hair is always white as well. The only hint to if an Angelkin is Aetherborn, Chaos-Touched, or neither, is their eyes - be they blue, green, or yellow.

Cultural Notes: Angelkin are born from Aether-infused wombs. At this point, this usually means an Angelkin mother, but at times the womb of another race can be infused, at which point the Angelkin has a body similar to their mother.


Demonkin
Appearance: Demonkin generally share body sizes with humans, and tend to have darker hair and red eyes. They also have short, swooping horns and spaded tails. Their eyes, if they have a slight green or blue glow, indicates if they are chaos-touched or Aetherborn.

Cultural Notes: Similar to Angelkin, Demonkin are born from chaos-touched wombs to any race, but most often from the now-natural Demonkin. Their appearance makes others more wary of them, but most do not hate unless given a reason.


Warforged and Woodborne
Appearance: Metal and wooden constructs of various shapes and sizes, Warforged and Woodborne may have once been simple warmachines, but are now sentient creatures. The ability to animate and thus 'birth' new ones are lost to the other races, and the constructs do not teach it under fear of enslavement.

Cultural Notes: Warforged and Woodborne tend to have their own communities in each nation, where they create their own culture to assimilate with the other races, and yet keep their own identity.


Undead
Appearance: Undead are, by and large, skeletons. The only difference of their bodies - beyond clothes and armor they use - is the color of the energy that animated them. Green for Chaos, Blue for Aether.

Cultural Notes: Despite their appearance, Undead are not evil. They can be as good, or neutral as any other being. What matters is the Spirit that the Aether/Chaos made. As well, Undead only have lives from 10-years to much, much longer. It is impossible to know, but one who can sense Essence can estimate how long until an Undead no longer has enough essence to sustain themselves.

Classes
Archer
Archers are the masters of ranged combat and stealthy killing from afar. They abhor the clumsy guns that are made outside the order, as they are wildly inaccurate and slow to use. Instead, they utilize their bows and arrows to create masterful death from afar. They do not shun the usage of magical bows, as the better the instrument, the better the art.

Arcane Archer
Arcane Archers are artists among artists, who utilize both bows and their own arcane abilities to empower arrows with powerful arcane effects. They cannot, however, use magic bows as this interferes with their own skills.

Assassin
Assassin is the term for any and all sneaky-types who like to get up close. Thieves and true assassins are examples of this. They do not have to kill, but most know how to do so when necessary.

Barbarian
Barbarians are warriors born with the blood of Arlbast, the first barbarian king, within them. This blood has spread through all races; these barbarians are given a primal power to lock away most of their consciousness for a time, becoming a nigh-unstoppable force of nature with great power and endurance above their norm.

Brawler
Brawlers are bare-fisted or gauntleted fighters that shun the weapons and heavier armors. They instead use their inner aether and chaos to create a targeted field around their body, that makes them able to punch through steel, or take a blade like it was nothing.

Bulwark
Bulwarks are the tough, the strong. They wear the heaviest armor and tend to utilize shields to protect themselves and their allies, while trudging towards the enemy where they will land a savage blow.

Cleric
Clerics can be agents, or paladins. Agents are more focused on the power of white magic, where Paladins have less of that power, and more martial ability.Either way, these clerics have strong will and belief in a deity, cause, or other idea.

Dark Mage
Dark Mage is the Catch-all term for Necromancers, Blood Mages, and other users of Dark Magic - be they accepted users or not.

Druid
Druids are users of nature magic and the wardens of nature. Many see the Aether and Chaos as threats to the natural order, and will combat it (though not the users of it) in order to stem the tide and protect Eneia.

Gunner
Gunners are members of the Order of the Gunner, a secretive organization that keeps well-made guns out of the hands of the majority of the world, due to their power. These guns are often single-shot breech or break loaders, and are made custom by each member. This means that should someone find themselves in possession of a pistol or rifle, it is nigh useless to them.

Mercenary
Mercenary is the catch-all term for warriors who do not fit into another category.

Sage
Sages are the learners of Aether magic. They most often learn at the Aetheric College, as those who do not will often die in the process of learning.


Spellsword
Spellswords are those who learn the ways of a magic and a weapon in equal measure. They may not gain the expertise in either, but they are more versatile - though not immune to the weaknesses of magic.

Sorcerer
Sorcerers are a strange breed of magic user. They are born with a spark that allows them to cast all kinds of destructive magic. The more powerful and more often they use their magic, the more their spark grows. Should they use too much without rest, they will burn out and explode in a firework of magical essences.

Strider
Striders are those who walk in the wilds, using bow and melee to contain threats. What they do is never the same, but one thing between them is: an urge to explore. Many striders also come into companionship with a wild animal, who becomes as loyal as the most trusted ally, and will fight with them until the end.

Skirmisher
Skirmishers are the fast warriors, the fleet. Using light armor and quick weapons, they harry their opponents with strikes until they are off-balance and prime targets for a finishing blow.

Wizard
Wizards are the standard practitioner of Arcane magic. They learn how to use their power at the Arcanic College to create barriers, missiles, and many other effects, to the detriment of everything martial.

Warlock
Warlocks are the users of Chaotic magic. During their time at the Chaotic College, they learn how to harness their power to destroy and transform only what they want.
PREMISE
The PCs are a mercenary group that runs the labyrinth when there are no jobs. At the start of the RP, their boss will approach them with an offer that seems very, very good...

(Please PM me your sheet for approval before posting!)

Name:
Age:
Gender:
Race:
Class:

Appearance: (Pic, description, or hybrid acceptable)

Equipment:

Personality (Optional):

History (Optional):​

Name: Warhon Verketh
Age: 47
Gender: Male
Race: Human
Class: Mercenary

1053762e9328fce2f7be34a1a50a65cc--character-art-character-design.jpg


Equipment: Slab Sword and Medium Armor pictured, small backup sword, healing draught, rations and adventurer's pack (including rope, bedroll, flint and steel, etc)

Personality: Gruff but caring leader of his Warhawks. A discerning individual of hidden talent, he keeps his group small but skilled for running the Labyrinth Below or other missions. He gives orders expecting them to be followed, but knows the limits of all of his mercs.

Name: Lotharial Neri
Age: 23
Gender: Female
Race: Elf
Class: Druid

Appearance
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Equipment: Light Strap Armor, Smallsword for defense. Uses nature magic in direct combative ways in most cases.

Personality: Wild and carefree, Lotharial - also called Ari to her friends - isn't what most people think of when they hear druid. Instead of a nature-worshiping priest, Ari is an explorer, who travels the land to meet different people and see different places. She feels a kinship to nature, of course, and cares for it, but feels that Aether and Chaos are a part of the natural order. She Is rather much a hopeless romantic.

History: Born to a pair of druidic parents, Lotharial was inducted to the order at a young age, learning the secrets of nature, as well as the ins and outs of nature magic. Of course, she had a spark of adventure that didn't seem to ever be quelled, the druids of her circle worried about her bond, and if she would be forsaken. It didn't help that her best friend at the time was a known as a Strider, of course.

Years passed, and Ari began to use her magic in ever more unorthodox ways. The druids continued to worry about her, and that worry came to a head when she found her friend's corpse, murdered by a jealous suitor who refused to take no for an answer. In her rage, Ari slaughtered the man, not letting him die until he apologized to the spirit he had taken so thoughtlessly.

The circle thought that would be the last straw, that nature would abandon her. However, it seemed as if her bond was stronger than ever. They didn't get time to think about it, though, as Ari decided to leave and adventure for herself and her friend, to see the world as they had promised to do so together. However, this took money and she only had enough for one trip. So she decided to head to Labyrinth first, to delve in the below and gather funds for the rest of her trip.
 
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Name: Ilaryll Anarore / The Bloody Bride
Age: 23
Gender: Female
Race: Angelkin (Aether-born)
Class: Spellsword

Appearance:

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Equipment: Ilaryll wields Niphredil, a leaf-bladed spear of fell aspect. Its haft is the red of the blood of its foes, its blade blue living obsidian that grows back when it chips - the shards being poisonous. She is also a wielder of powerful white magic. She is able to bewitch her foes with heady scents, put them to sleep or even poison them, or call up grasping vines with thorns like daggers, and even pierce their breast with a single rose that will drain their heart's blood. Although her sorcery is expressed around the theme of the rose, it is powered entirely by her single-minded will to vengeance.

Personality: Quiet, focused, intense. As befits someone with the epithet of The Bloody Bride, she doesn't talk too much, nor does she suffer fools. To her, everything is a tool, every journey a step in her quest. She is cold and cynical, unable and unwilling to allow anyone to touch the grief that drives her forward, and her experiences with the dregs of humanity have only hardened her further. But in her actions if not her words she is still kind and generous. Her forbidding demeanour softens only for small children, around whom it is still possible to glimpse the sweet, gentle, joyous girl she once was.

History: Ilaryll doesn't say much about her background, but neither does she hide or deny it. A little digging has revealed that her epithet is quite literal, and not merely an affectation - she is the daughter of a lord of Sa, betrothed to the Prince of Yol in one of the unending attempts to to unify the warring kingdoms. She was quite the prize - beautiful, intelligent, educated, and a puissant warrior-mage in her own right. Nor was she an unwilling party; she had been held hostage at the court of Yol for some years, and trained alongside her fiance. They had clashed, as headstrong young people will do; and they had fallen in love, as headstrong young people also do. It would have been a formidable partnership, one that might have altered the balance of power on the island, and as such it presented a threat to the status quo.
And thus, during their wedding, a mysterious group of figures appeared, arrogant and flamboyantly dressed, of various races and origins. They seemed to have nothing in common except malice; they abused and insulted the assembled dignitaries, and then when the royal guards of Yol attempted to throw them out they revealed their prowess. Each was a warrior or sorcerer of tremendous power, and they swept aside the guards as if they were chaff. The grounds ran red with the blood of guards and guests alike.
They did not stop until they had reached the bridal couple. Ilaryll attempted to defend her beloved, but found herself impaled upon the altar by a cruel spear, unable even to cry out as her life's blood ran from her slit throat. As her vision dimmed she saw the Prince's head dangling by its hair from an upraised fist.
Somehow she did not die. It took the work of a dozen healers, and perhaps the hatred and grief in her heart, but she lived, and regained her strength despite her scars.
And once she was whole again, in body if not in heart, she disappeared from the kingdoms, on a quest to find the killers of her true love, dressed still in the remnants of her bridal gown, and bearing the spear that had been left pinning her like a butterfly in a case.
She would never rest till she had hunted them down.
 
@Ariel

I feel like Ari and Ilaryll will probably have some mix of clashing and getting along. Have a feeling that Lotharial might be seen as a 'fool' but at the same time, she stands up for those being bullied when she sees it so maybe allies in that?
 
Ari would probably get on Ilaryll's nerves something fierce if she went on the "hopeless romantic" bit. Ilaryll's heart is broken past mending, and she's well on the way to turning herself into an erinyes. If Ari can respect and get out of the way of Ilaryll's thirst for revenge, though, she might - just might - find a tiny sliver of sympathy, touched with deep envy, for her innocence. If anything, Ilaryll would want to protect that.
 
Ari was also hurt by her friend's murder, though I will admit that she wouldn't think it comparable to Ilaryll's pain.

I do wonder if Ilaryll would get low-key protective of Ari if she gets a suitor. At least until they're alone, and then she tells him if he hurts Ari he'd answer to her. Or something.
 
Ari was also hurt by her friend's murder, though I will admit that she wouldn't think it comparable to Ilaryll's pain.

That's true, and Ilaryll would respect that. And be a little envious about the closure Ari has achieved. She can't imagine moving on after her revenge, she can't see past it.

I do wonder if Ilaryll would get low-key protective of Ari if she gets a suitor. At least until they're alone, and then she tells him if he hurts Ari he'd answer to her. Or something.

Absolutely. She'd be all quiet and nonchalant about it, then in private she'd kill a pig or something with her magic - very, very slowly - to show him his fate if he hurt Ari.
 
That's true, and Ilaryll would respect that. And be a little envious about the closure Ari has achieved. She can't imagine moving on after her revenge, she can't see past it.
Ari doesn't have full closure yet, I think. She killed the guy who murdered her best friend, and both those thoughts haunt her. She and nature talk, but they're both pretty snarky with one another (which raises eyebrows in public). She's just trying to move on and keep her promise.


Absolutely. She'd be all quiet and nonchalant about it, then in private she'd kill a pig or something with her magic - very, very slowly - to show him his fate if he hurt Ari.
Hehe... Kinda want to see that. And the natural progression in my mind, of course, is how that protectiveness extends to Lotharial getting pregnant. I'm strange xD
 
*opens link*
*Is entirely overwhelmed and confused*

XD
 
It's a very IT thing. Anyway Ilaryll isn't that unpleasant, far from it, but she always had a nasty streak and since the last fuck she had to give died with her fiance she really doesn't have much holding her back.
 
I dunno what to be
 
Name: Batsaikhan
Age: 17
Gender: Male
Race: Orc
Class: Barbarian

Appearance:
ba5f4ff46f2454d534324de3185a4a4d.jpg
Equipment:
Handaxe
Dagger
Spear
Fur light armor
Flayleaf and pipe.

Personality: A enthusiastic youth, he has a great big heart that equals his great ambitions. Now, his ambitions however vary greatly depending on what is before him, he doesn't like to do things half way, and generally seeks to aid most folks he comes across even if it means going that bit of an extra mile for it. He may seem naive due to this, but it is spurned from a genuinely good heart, and many a tribe teaching about the benefits of helping others.

Though, keep in mind, he tends to go overboard, if you do not stress moderation you will find yourself with a rather over bearing new friend. However, mind yourself, traitors are unforgivable(unless they are forgivable) and face the mighty wrath that lurks behind that charming toothy smile.

History: To be a young orc is to have a wealth of possibility before you. How you are inducted into the tribe rings forward for years, and molds greatly how you shall be treated and respected throughout the coming years ahead. For some, they satisfy that requirement easily, or choose low hanging fruit as their work tends to keep them as a much needed part of the community.

This was not the case for Batsaikhan, he himself had a large hunting family, he had no trade to fall back upon save the preparing of hides, meat and bones brought in by his older siblings and father. And being in a large family tends to downplay individual efforts to stand out, as such from a young age he was instilled with a great need to outperform and excel, the bars were rather high.

As such he tried to go higher, enough that in his initiation he killed a great beast. But even this large fearsome creature did not sate his wishes. His family and friends were happy to have him unscathed and victorious, but he still yearned for more. This restlessness continued to annoy him, until he heard tales from a traveling trade from the south, their tribe oft stayed close to the border due to these travelers. News abound of adventure and glory in lands unknown to the small tribe.

Being a glory hunter, and possessing a burgeoning wanderlust.

He joined this trader caravan southward.
 
Orc friend who wants to be the very best, at everything, even that, that exact thing you were thinking.
 
@Orikanyo

He wants to be, the very best. Like no one ever was....

Also, he grew up in the Orcish Tundra I gather?
 
Yep, cold place, lots of big beasts, lots of good eats.
 
Name: Mati
Age: 15
Gender: none (female shaped)
Race: Warforged
Class: Sorcerer
Appearance:
1571409045408.png


Without the sword and shield.
Equipment: pants, shirt, and a long thick cloak covering her entire body. Also an amulet:
1571410273283.png


which absorbs excess mana. This is vitally important for everyone in the immediate area, as Mati channels more mana than she can reliably control, her powers boosted by Marath's wrath. She is limited to lesser spells with the amulet, but without it she would be setting off accidental explosions everywhere she goes.

Personality: Mati is a wannabe social butterfly who's wings were clipped at a young age. With her uncontrollable power, her exile from the Papacy, and the voice of Marath echoing in her head, her yearning for friends, relationships, and getting to help people have all gone unrequited. Mati has instead become shy and closed off; talking little, avoiding looking anyone in the eye unless she has to, apologizing constantly and sitting alone. This means she sticks to any friends she makes like glue, even coming off as a little clingy in extreme scenarios. Any friends at all will become her greatest treasures, and if they're threatened she'll remove her amulet collar and let loose all her destructive power to protect them.

History: Mati was created within the heart of the Marath Papacy. Her "parents" were Iktar and Poli, one a dedicated guard to the city and the other a skilled cleric. Mati never knew the Papacy without Xacrai at its helm, but her parents often lamented how things had changed. It was a more violent time now. The last Holy didn't wage wars. He preached peace, cooperation, and learning from other cultures, as all societies were guided by Marath and no less worthwhile because of this. Despite these concerns, Mati was a loyal devotee to the god Marath, even if she knew little of Xacrai's tenure as his voice. She delved into prayer even more regularly than was traditional, trying to silence the angry voice in her head. It spoke blasphemy, calling Xacrai "Unholy." She repressed it, until her tenth year when the whispers became an audible roar, and her sorcerer power manifested.

It had been a disastrous occurrence. She became a sorceress with a powerful explosion. Mati's first accidental spell blew off a section of Vethril's (capitol of Marath Papacy) Great Marath Temple, dismantling ornate archways hundreds of years old and shattering expensive stained glass. But rather than be furious by this, The Holy Xacrai saw an opportunity and warmed up to Mati's family. He had begun conscripting warforged into his holy war, claiming the iron warriors were made to lay Marath's foundations for civilization. Mati's power would make her an invaluable weapon on the front lines, wreaking untold destruction before even reaching the borders of another nation. Her parents were naturally against letting their ten-year-old be used as a weapon of war, and Mati herself wasn't violent in nature, and thought they could learn more from these other societies peacefully than through subjugation. But the voice told her to get close to Xacrai and that he was the reason for her power. So, reluctantly, she agreed.

Her early training was an utter disaster. She learned a sorcerer's destructive magic fairly easily, but her problem was that she couldn't hold back. Training areas were destroyed again and again, and Xacrai stopped watching the proceedings as the havoc she wreaked tended to find its way towards him. When she did finally begin to make progress, she had another problem; once started, she couldn't stop. To keep her from leveling all of Vethril, a collar was forged and enchanted to disperse her mana, and she's worn it ever since, only taking it off when her magic was needed.

Mati wasn't happy with this arrangement, being in the service of a Holy she lost more faith in with each passing day. For 3 years she accepted her fate, unhappy with her role, but seeing no other life for her. Then one day the Seekers came. Mati was confused by it all, and then even more confused when she learned the truth: SHE was the next Holy. The voice she'd heard for so much of her life was the voice of Marath himself. When she confessed to hearing this voice, the Seekers questioned her on what it said. She told them the truth; that the voice called Xacrai unholy and a false leader. She had no idea this was the voice of a god. All she knew was that it was insistent and it was angry. If she truly was The Holy, this may explain why.

But just as things were starting to change - seemingly for the better - disaster struck. While Mati was contemplating how this was changing her life, Xacrai had ordered the execution of the Seekers under charges of heresy. With them dead, Xacrai then made orders to take Mati herself. The night was so vivid and yet so chaotic that Mati to this day couldn't say what all was happening, even though she remembered every detail. She remembered running with her parents. She remembered when Iktar sent them off and fought the guards while his wife and daughter ran. She remembered the sounds as he fought them, and it was clear he was overwhelmed. And she remembered her mother - struck in her core by an archer - urging her to run with her last breath.

Mati had been on the run ever since. The Papacy wasn't safe for her. The only place she could hide was a place that didn't used to exist. A place old strategists wouldn't consider. Labyrinth. For the next two years she lived on its streets, trying to piece together a life for herself. As miserable and alone as she was, she had one thing to keep her going: justice for the crimes done by the False Holy.
 
@Quiet One @Orikanyo @Ariel

As we wait for @Jessica2477 character, I'd like to chat about things. But right now only thing I can think of is how we start. My idea is we start with a Delve while the boss is off getting us a job, and then we go from there.
 
Can the Labyrinth rebuild itself? Because...well, walking magical dynamite here.
 
Batsaikhan is ready for all things, he shall not be cowed by some itty bitty labynrith no matter how terrifying it may be!
 
Can the Labyrinth rebuild itself? Because...well, walking magical dynamite here.
Well, the portal itself can't be damaged and the Below is randomized for every group every time.

Batsaikhan is ready for all things, he shall not be cowed by some itty bitty labynrith no matter how terrifying it may be!
"Imma call you Bats."