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Teiso

Small fox
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Invitation Status
  1. Look for groups
  2. Looking for partners
Posting Speed
  1. 1-3 posts per day
  2. 1-3 posts per week
  3. One post per week
Writing Levels
  1. Elementary
  2. Intermediate
Preferred Character Gender
  1. Female
  2. Primarily Prefer Female
Genres
I enjoy many genres, but I tend to stay with mostly fantasy. ^.^
I've been a bit slow about posting this. Firstly, because I wasn't sure how I wanted to do it. I've decided however, that most of the information is in our Discord, so I don't need to post it all twice. So, this thread is merely going to be for the characters to be posted.

If you're new, wanna know what this is pop by our discord:

Character Sheet Template: Some things are optional, others are not, you should be able to tell what's important and what isn't. Questions will happily be answered in the discord listed above. :3

Name:
Age:
Race:
Gender:
Sexuality:
Class/occupation:

Appearance:
Height:
Weight:
Eyes:
Hair:
Figure:
Skin:
History:

Personality Traits
Likes: • • • •
Dislikes/Fears: • • • •
Goals: • • • •
Motivations: • • • •
Weapons:
Armor:
Miscellaneous:
Skills:
Magic:
 
Name: The Mad Beast, Grendel
Age: Unknown
Race: Revenant
Gender: Male
Sexuality: Straight?

178765

Appearance:
Height: 6'0"
Weight: 200 lb
Eyes: Amber
Hair: Black and Grey
Figure: Slim, muscular

History:
No one is entirely sure where he came from or what it is he wants, even what his true name is. For a time, all the man did was wander, stopping for nothing, killing when necessary.

At times, the creature even wandered into ongoing battles, getting caught in the fighting. But no matter how many spears assailed him, no matter how many arrows pierced his flesh, nothing seemed to bring him down for long.

On he wandered, shrugging off mortal wounds as though they were minor nuisances, sometimes ignoring them entirely. In time, he could be found engaging in typical human behaviors, such as eating and sleeping. As he became more and more aware of what went on around him, a strange, dangerous habit developed in him.

If ever he came to hear about places or objects of legend, he came to seek them out, often slaughtering those who stood in his way. But when he came to such destinations, he typically left, taking nothing with him.

To this day, none are aware of what motivates him, if anything does.

Yet he wanders onward, fighting, searching, existing.


Personality Traits
Likes
:
  • Night
  • Silence
  • Sleeping
  • Cats
Dislikes/Fears:
  • Chickens (don't ask)
  • The Dark Nation
  • Loud people
  • People who hate cats
Goals:
  • Understanding who he is and who he was.
  • Finding whatever it is he's searched for.
  • Finding a quiet place to rest, some day.
  • Find more cats.

Clothes:
  • Wears light, heavily scarred gauntlets, pauldrons, grieves, and a chest plate. He covers this armor with a red cloak and wears a grey, beige, and olive colored out fit various over and under his protective gear.
Weapons/Items:
  • Whatever is available.
Skills:
  • Violence
  • Destruction
  • Being Stabbed
Miscellaneous:
  • Can take seemingly fatal wounds, barring decapitation, powerful holy magic, or total destruction of the body.
 
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Name: Zelīa Ydra Xazynæ
Age: Unknown
Race: Human
Gender: Female
Sexuality: Maybe?
Class: Huntress

Appearance:
⚶ Height: 5' 1.5"
⚶ Weight: 105lbs
⚶ Eyes: Sky Blue
⚶ Hair: Orange
⚶ Figure: Triangle
⚶ Skin: Fair
History

⚶ Birth:
No one, not even Zelīa, knows what her actual name is. The story that no one knows is that she was born on a slaving transport. Having no need for a newborn, that couldn't work, couldn't be trained immediately, and couldn't be used for pleasure, Zelīa was left on the side of the road the exact day she was born. She was found several hours later by an elderly couple that were traveling between cities and was immediately adopted.

The two of them were doctors, apothecaries to be more specific. They made medicine to help people recover from disease, infection, injuries, and long days. As Zelīa grew older, she took interest in their trade, and they were more than happy to teach the girl everything they knew. She learned fast, but was extremely adventurous and came home on multiple occasions covered in rashes from touching poisonous plants.
⚶ Five Years:
She was stolen from her family at some point by a mercenary group. Their leader had asked her parents for a very specific product that they simply didn't sell, straight-up poison. He didn't like being turned down and came at night, while Zelīa was asleep, and took the child away. She was promised that if she did what he asked, exactly as he asked, with no tricks, she would be returned to her family, unharmed. She was also told that she would be punished for any insubordination...
⚶ Fourteen Years:
Some ten years -maybe more, maybe less- had passed by, wherein Zelīa was forced to make different kinds of poisons for the mercenaries. She had grown to be very cute looking, but was too young to be taken by any of the men, and the younger ones were too afraid to ask. Her poison making skill had gotten better and better during that time. The group had even earned some kind of fame in the surrounding areas for using poison, and was beginning to sell Zelīa's concoctions to other disagreeable folks.

At the end of her time with them, Zelīa was sick of waiting for them to set her free, so she had taken matters into her own hands. She had made the strongest poison she'd ever made and put it in the drinking water for their little settlement right before breakfast. No one had suspected anything when they saw her standing near the barrel, she never once had been feisty with them. As far as they were concerned, she was a dumb kid that was still trying to earn her freedom. When Zelīa got home, she arrived at a house with two corpses. Her family was beheaded right after she was stolen. What stood out the most to her was that they were still holding hands- not even death could stop their love.

It didn't take much poking around for Zelīa to find a letter that gave everything her family had to her, including the location of their seed collection. Within a year, Zelīa had gotten the business up and running again. A young man had begun working his way into her heart, and given her a very beautiful ring. She was teaching several children her craft, and was happy despite not having anyone to tell her they were proud of her.
⚶ Sixteen Years:
Zelīa had found herself standing before a Demon Lord, being forced to accept a contract with it. The demon had put her in a position where she could refuse, but the end result would be horrible. Her first option was to kill a great deal of people, their significance to Zelīa was unimportant, it was quantity that he was after. Her second option was to give her body to his lesser demons for a full year. Zelīa thought she could just bring the bodies of the mercenaries she'd already killed, and that would be the end of it. However, after taking the kill contract, she found out that they had to be fresh kills. She also found out that the demon lord wouldn't let her change to the other contract.

Zelīa had spent a year making poisons and killing off anyone who seemed like a bad person. She did so in secret, or so she thought, and used ranged weapons as the method of delivery. Blow Darts, a crossbow, arrows- anything that let her put as much distance between herself and her victims as possible. The guards for her town had asked her about the murders, and she assured them every time that she doesn't sell poison. The sanctuary she had didn't even have the correct plants for it.

It was only a few months before the leader of a certain underground society had contacted her, impressed by her skills. It had turned out that this woman had tried finding her two years prior, back when she was part of the mercenary group, but found her "associates" were all dead. Zelīa had seen it as a chance to get her contract over with quickly. She didn't need to kill her targets, but rather have a hand in their deaths, which would result in the Demon Lord keeping their souls.

Over the next few years, Zelīa had gotten close to the organization's leader. They enjoyed many things together, and Zelīa even had a few private training sessions with her. But, as she got closer and closer to completing her contract, Zelīa began distancing herself from the band of criminals. At first, it was small things like declining tasks that she previously never had. It wasn't questioned since she was polite about it, and the tasks were ones that a lot of others would decline as well. Then, she stopped teaching advanced poison making. She stopped going on missions with others, stopped talking to the leader aside from business-related chats or small-talk in passing.
⚶ Twenty Years:
Zelīa had quit working for the organization entirely. She told their leader that she was leaving, but gave no reason why. She told the leader that no one would find out anything about them from her. The leader, however, had sent someone to keep an eye on Zelīa to make sure she kept that promise. The girl had changed, so she wasn't sure if she could still trust her. The next time the leader saw the man, there was an arrow between his eyes with a note attached. The arrow was a very specific type, one that only Zelīa used. It had a groove along the tip that Zelīa would always put a small bead of poison in, and at the very base of the shaft was Zelīa's initials. The note had only two words... 'I'm sorry.'
⚶ Currently...:
After leaving the organization, Zelīa began moving around constantly to keep herself from getting complacent. She had obtained a weapon from the Demon Lord, a reward for completing her contract, as he put it. The weapon was completely unable to be removed, and the only thing it gave Zelīa was a more efficient way of killing people. She never let anyone get close to her, but she had decided that when she died, she wanted to be remembered for always being happy. She adopted a cheerful, but not bubbly, attitude and goes around helping others while also trying to find certain artifacts. Things that were too powerful to be left alone, and were better off in her hands, where she could protect them.
Personality

Likes:
Plants
Animals
Children
Teaching
Goals:
Atone
Help People
Get Revenge
Settle Down
Dislikes:
Demons
Secrets
Her Glove
Hypocrisy
Motivations:
Fun
Food
Children
Cute Things
Weapons

Kukri:
An 18 inch long, single-edged, knife with a wooden grip. It can also double as a machete when traversing thick brush, but is normally for fighting people at close range.
Bloodsteel Pistol Crossbow:
A small, single handed crossbow that's best used for close-to-mid ranged combat.
Soulbound Glove:
A pair of gloves with a curious design. The gem on the palm and wrist pulses steading, like it's a beating heart.
Magical Enhancement:
The glove's first power is that it enables Zelīa's use of magic. All spells require a ranged weapon of some sort, so this she's limited to typical bow-like spells.
Magic Arrow:
Zelīa has no need to carry around a quiver. She can form Crossbow Bolts, Arrows, and Throwing Knives out of thin air. All of these appear as a light-blue, glowing object. While in motion, the projectile leaves behind a trail of glowing mist. If Zelīa has any poison on her being, it will automatically be applied to said projectile when it's formed.
Demon's Blessing:
While the glove is using either the Crossbow or Bow form, Zelīa can see the outline of individuals through up to 1 solid wall- but she cannot discern friend from foe, so she would need to be careful if she decides to shoot through something. Any and all non-animal kills result in the soul of her victim(s) being sent off to the Demon Lord who gave her this weapon.
Crossbow:
The glove's gems begin glowing, and a crystal-like substance begins expanding from them. It continues moving to form a normal-sized crossbow that automatically draws its string back after each shot. The string appears as a beam of light. In this form, the projectile moves faster and has more penetrating power than the glove' Bow; but, that comes at the cost of maneuverability. The crossbow is heavier, and harder to move through tight spaces with easily.
Bow:
The glove's gems begin glowing and a crystal-like substance begins forming from the air around Zelīa's hand. The bow forms attached to her left hand by a crystal gauntlet with the bow arms extending from the thumb and pinkie ends of it. While in this form, the projectiles move slightly slower and have a bit less range than the crossbow; but, Zelīa can run, maneuver, and fire faster.
Armor

Huntress Outfit:
An outfit made for Zelīa consisting of a white, sleeveless top that has red accents. The suit also has a pair of black shorts, and stockings. When not relaxing, the outfit will also be worn with a short, brown, cape that extends no lower than the middle of her back. This helps her stand out a little less when moving about the wilderness. The outfit includes a pair of brown boots, and a variety of different hair ties.
Archer's Glove:
Worn on Zelīa's right hand, the Archer's Glove is a black glove that only has the middle and index fingers, and the thumb, covered. The other two fingers only have half-sleeves. A metal plate on the back of the gloves allow her to use them for hand to hand whenever necessary, and the adjustable strap allows for a nice, snug fit.
Apothecary's Belt:
A brown, leather belt that has several pouches attached to it. Zelīa has had this modified so she may carry multiple vials of liquid. The left side has ten small loops with six poison vials, three antipoison vials, and one vial of normal honey. The right side has four pouches with copper clasps on the front, for carrying various ingredients, or anything else she may need to -and be able to- stuff in them.
Poison:
The poisons that Zelīa uses is often times called 'Widowmaker's Whiskey' since the only person who knows how to make a cure is Zelīa herself, and not once has she ever told anyone. The poison has four stages: Vertigo, Blindness, Progressive Paralysis, and Mass Organ Failure. The transition period from stage one to two is normally instantaneous. Stage two to three can take up to a minute. Stage three can take as little as ten minutes to get to stage four, or as long as a week- it depends on the concentration of the poison when. The poison can be countered by powerful healing spells, or by cutting off the place where the poison was administered.
Antipoison:
Zelīa's super secret, completely un-replicable antipoison! Depending on how soon this antipoison is given to her victim(s) could be the difference between permanent vertigo, and being a quadriplegic. If someone has reached stage four of her poison, Zelīa won't even consider giving them the antipoison. They're already dead at that point, the only cure is a mercy killing. There are some other poisons that this can counter, but not all of them since no two people creates the exact same mix.
Bandolier:
A second belt, worn a bit more snugly than her Apothecary Belt, it's used to hold Zelīa's Kukri so that she doesn't have to carry it around in her hands and fumble it when trying to use her ranged weapons.
Mask:
A mask in the shape of a cat that's reinforced for better durability. The mask has a metal core, surrounded by porcelain. This tricks her enemies into miscalculating how much force is needed to break the mask, leading to close calls instead of actual injuries. Unfortunately, the mask has to be replaced every time someone cracks the shell.
Miscellaneous

Apothecary Kit:
A small kit consisting of various tweezers, small secutaurs, a small trowel, a knife, a small pestle and mortar, and a vial of pure water.
Climber's Kit:
A kit with a considerably long rope, a hammer, a pair of ice picks, pegs, and a harness.
Coin Pouch:
A leather pouch for holding currency, normally stocked with enough money to get by a couple days without needing to visit the hidey-hole.
Purse:
Otherwise known as a satchel, it's a leather bag with a strap that's used to carry anything that can't be shoved in Zelīa's belt pouches. It's not a particularly large one, since Zelīa prefers to travel light.
Amethyst Ring:
A ring made of black gold with Amethyst stones embedded within. The man who gave it to her was trying to propose, but choked on the words and told her it was a gift. He died a few months later, so it was for the best.
Offensive Skills

⚶ Fox Strike:
Quick as a whip and sharp as a tack, Zelīa didn't take long to find out that she was disadvantaged at close range. When training with a certain group of individuals, she regularly sparred with those of higher fighting ability to eventually create this skill. Zelīa uses her agility and smaller size to her advantage, ducking into a roll and slashing behind her just in time to get a hit on her opponent's calf or knee. This skill works better on larger targets.
⚶ Narrow Spear:
Another skill that Zelīa picked up by fighting at ranges that she would much rather not have to fight at, this one is somewhat of a desperation based move. It's using in times when she's too close to use a bow, but for some reason -whether it be not having her kukri at all, or not having the time to draw it- Zelīa will form an arrow in her hand and stab her foe with it. The arrows will inevitably break and splinter inside the person, leading to much pain and bleeding.
⚶ Slash:
Whether you're rummaging through the thickest jungle vines, swampy areas, or fields of soon-to-be-headless enemies, slashing is an important skill to have. Zelīa's slashing skill lets her make deeper cuts with her kukri, as well as more successful parry attempts when necessary.
⚶ Snap-Shot:
Not the most advised skill to implore, but one that's still advised to know, is being able to fire two shots in such rapid succession that your foe has to be equally fast to block them. This is good for a distracting attack, since they'll be too busy focusing on blocking two arrows that they won't be able to do much about third or fourth, follow-up attacks.
⚶ Snipe:
Possibly the most useful skill for archers is being able to aim. It requires a bit of time to pull off, so is best used for a sneak attack, or when there's someone distracting your target. The skill gives Zelīa tunnel vision, focusing her mind on her target as she aims for the best vital spot to hit. The arrow she releases into that spot, if it hits, will be much more damning than any non-magical attack she could ever let loose.
Defensive Skills

⚶ Block:
Blocking is being able to use your body, your weapon, or other objects to prevent your enemy from dealing grievous amounts of damage to you. This is a skill that almost anyone, and certainly anyone in a certain secret organization, would know how to make use of.
⚶ Counter-Shot:
Taking advantage of her quick reaction time and ability to notice incoming projectiles, Zelīa is able to hit that projectile with a projectile of similar or greater mass to counter it. A couple examples would be shooting an arrow with another arrow, or hitting a throwing knife with a brick.
⚶ Cute Charm:
Something that comes natural to Zelīa is that she's aged very well. She's naturally a very kind and respectful individual, but is by no means shy. Even if she doesn't have beach balls on her chest, she's able to make anyone have positive feelings towards her that inevitably grow stronger over time. Her seemingly incorruptible heart makes evil beings accept the challenge, which eventually leads even the most heartless and soulless of monsters to letting their guard down around her as they grow closer and closer on an emotional level.
⚶ Light Armor:
Zelīa has a natural preference for light armor or clothes. It's easier to move around in, and more practical for her to use. Due to a lack of metal plating, aside from the one in her right-hand glove, it's a lot quieter. Her proclivity for staying at range means she doesn't need to have heavy armor since all her fighting is far away. That said, she would never dawn medium or heavy armor.
⚶ Mongoose:
Zelīa's time as a herbal apothecary wasn't the product of an illustrious schooling. She spent time in the wilderness with her mother and father, learning the plants, how to identify the poisonous ones, and how to build immunities to them. Her time working with a certain group of individuals had put her in direct exposure to a great many of these plants, which meant that Zelīa had several times when she had rashes, warts, hives, and even minor necrosis that she had to deal with. Over time, she began developing a partial immunity to natural poisons and venom because of this constant exposure; and, she began suffering less and less extreme side effects.
⚶ Oblivious:
Sexual advances, romantic feelings, lust, and many other emotions go right over Zelīa's head. She can't even feel those things, even though she can make an innuendo if she wanted to. Spells or abilities that force a change in emotion, attachment or disassociation, or anything in that realm can be easily resisted by Zelīa due to her obliviousness. That said, she has very good situational awareness- just isn't good at determining when or why people like her.
⚶ Parry:
A skill that's pretty standard for anyone who does any kind of combat. Zelīa can block an attack and use the momentum of that attack to make one of her own, without losing much power in her counter attack. It's a skill that she expects everyone to have.
⚶ Resist Taunt:
Zelīa doesn't fall for taunts. She doesn't like fighting and killing, and isn't a prideful person. There's only one thing that would make Zelīa attack before she was ready, and no one knows what that is, currently. Anything that would otherwise force her to attack a specific target against Zelīa's volition would simply not work on her.
⚶ Tuck & Roll:
A very simple maneuver wherein Zelīa ducks down and curls up into a ball while rolling forward. It can be used to evade attacks or stealthily move past doors, windows, and other openings that she needs to get past while exposing as little of herself as possible.
Support Skills

⚶ Agility:
Spending great deals of time in the wilderness leads to many situations where you have to run from wild animals. There are times where your shot is slightly off, so you have to chase your kill to make sure you don't lose it to other predators. Assassins also rely on agility, using it to dodge, duck, dip, dive and dodge their way through their environment as quickly as possible. Not all assassins start off perfect, Zelīa didn't, so she had a few kills that required her to escape or risk being captured. Overall, this skill allows Zelīa to change direction, maneuver over, under and around objects, and react quicker than the average person.
⚶ Fast Hands:
Zelīa has learned, over time, that being precise and using a bow at all times isn't a viable method of survival. She needed to live long enough to complete her contract, so she learned how to use throwable weapons. Not only that, but she learned how to throw them much, much faster. This is important since enemies that get too close will normally dodge pointy things thrown at them, which can give Zelīa precious time to get a better attack underway. On top of throwing things faster, she can draw her kukri pretty fast, as well.
⚶ Hawk-Eye:
Not all children are agreeable. Some of them like throwing things at you. Enemies have a bad habit of doing the same thing, except with much pointier objects, dangerous spells, or even large boulders. Those using a bow sometimes have to see targets that are extremely far away, or only have a sliver of their body exposed. Sometimes, they have to aim for a crack between objects in order to make the shot. This skill is the result of hundreds of those kinds of situations. Zelīa can see the tiny details the most humans would miss, and is highly adept with Bows and Crossbows, allowing her to make tricky shots and longer shots. At the same time, she can see projectiles coming towards her from considerably further away, giving her a better chance -but not guaranteed chance- of dodging it.
⚶ Rapid Fire:
It's not always fighting off a single enemy. Sometimes, when you mess up, you end up fighting every friend that your target has around them. It's not always your fault. It's still a mess-up, but you don't have time to think about that. Or maybe one shot isn't enough? Maybe the target is big, and tough. What do you do? Unload. Fire everything you've got, and don't stop firing until everything's dead. Zelīa can fire a lot of shots in rapid succession while using a bow, but at the cost of not being as accurate, and not being able to hit targets that are far away.
⚶ Strength:
It's something that comes naturally to those who have to survive. Carry your own things, make your own shelter, fight your own enemies- all of this enhances one's physical and mental strength. The result of Zelīa's strength is that she can throw things farther, as well as lift heavier things than her small frame would suggest. Of course, she can't life things that are considerably heavier.
Non-Combat Skills

⚶ Animal Magnetism:
As long as she's been alive and not enslaved, Zelīa has had good relations with most animals. Common animals such as dogs, cats, squirrels, etc... have a naturally friendly disposition to her. Non-aggressive animals are friendlier to her than they would be to other people, but not all of them are as willing to approach her as others of their kind. Predators and aggressive animals are a fifty-fifty shot, and Zelīa treats them all with extreme caution- as any sane human would.
⚶ Apothecary:
The subtle art of mixing things together to create potions, poisons, and medicine. Zelīa has mastered this skill in every way possible, which is the reason why most would say that she's more dangerous without a bow than she is with it.
⚶ Babysitting:
Zelīa loves children, but never considered having her own. She can calm rowdy or unsettled children, reassure them, and spur them to try things they otherwise wouldn't. The children can tell that she loves them, and combined with her natural charm, it pushes them closer to her.
⚶ Baking:
Zelīa likes to eat, and she had to teach children for a while. She learned to bake so she could give them treats for performing well, or even attempting to perform at all. No one was declined treats, even the bad ones. When children weren't around, she baked for herself and shared with her neighbors.
⚶ Cleaning:
The elderly couple that cared for her gave her chores when she was four. The mercenaries made her clean whenever she wasn't making poisons or on her break. She had to clean up after children when she was teaching them to be apothecaries. She helped clean up when she was with that criminal organization. Lots of experience in cleaning.
⚶ Cooking:
Zelīa likes to eat, and she had to teach children for a while. She learned to cook for the children who came without anything for lunch. When children weren't around, she cooked for herself and shared with her neighbors.
⚶ Gardening:
An Apothecary is only as good as the garden she keeps. Zelīa had to learn many plants, how to grow them, harvest them, and breed them in order to gain the best quality ingredients. Needless to say, her garden at home is quite vast.
⚶ Hunting:
When roaming the wilds, it's more efficient to carry non-perishable foods, and know how to get fresh food. Bread gets stale after a while, jerky will always be delicious. Zelīa learned to hunt animals while she was with the mercenaries, it made her more useful, and she never refused.
⚶ Sewing:
Mercenaries aren't known for giving their slaves many clothes, unless those slaves were also very good friends, and the mercenaries were good people. Zelīa had to repair her own clothes, and later, when she escaped and got new ones, she had to maintain those as well. She won't be making an elaborate dress anytime, soon; but, she can make her clothes last a bit longer than they otherwise would.
⚶ Woodcarving:
Zelīa gets bored and she started trying to carve wood. She's not very good at it, but she can get a rough shape made if she focuses super hard.
Soulbound Bow Spells

Zelīa has no magic by herself. All of the spells she has require the use of the Soulbound Glove that was given to her by a Demon Lord. The Demon's gift to her was power in the form of versatility, rather than having overwhelming force, or one-hit wonder styled attacks. This made it so Zelīa was much more efficient at killing, which also meant that the Demon Lord would have a constant flow of souls to claim. While she hates the glove, she can't remove it on her own, so she's grown to accept it and uses it to reach her own goals. The Demon Lord doesn't care what it's being used for, so long as Zelīa kills people with it.

Spells below can only be used with the Soulbound Glove, and no other ranged weapon. All spells have a cooldown, marked next to them as ("X"). A value of 0 means it can be used endlessly, QD means one-per-post, and 1 means it can be used every other post. If the glove is removed (which means taking off an arm), the spells cannot be cast. The Soulbound Bow spells may be combined with each other to mix effects, so long as they're compatible. An example of incompatibilities would be Fire and Ice Arrow, or Chargeblast and Unload. The former is an elemental negation, which results in a violent exothermic reaction. The latter is weapon specificity, where one requires a bow and the other a crossbow. Any spell that does not specify requiring a form of the weapon can be used in either form.

⚶ Max Speed: (0)
This White shot moves at 5 times the speed of a normal one, but has no increase in penetration power, or range. If anything, the penetration power is reduced, as anyone wearing anything stronger than leather armor (such as leather + ceramic) would only receive a shallow wound, and the shot will bounce off metal.
⚶ Scatter Shot: (0)
A single, Grey, shot that's fired and then glows quickly. It them instantly splits off into 10 different arrows that fly at different angles, within a 30 degree conical area.
⚶ Fire Arrow: (0)
A Bright-Red shot that's extremely hot and can melt through material depending on the material and its thickness.
⚶ Ice Shot: (0)
A White shot that's extremely cold, giving off a haze as it freezes the air around it, and will freeze the area around where it lands. If the arrow is not removed, the entire target will be frozen.
⚶ Lightning Shot: (0)
A Yellow shot that holds the power of lightning within it. When the shot hits a target, it shocks them, giving a chance to paralyze them, but mostly just dealing elemental damage. While moving, a trail of electricity will be left behind and shock anything it passes within 2 feet of.
⚶ Ricochet: (0)
A Grey arrow that bounces off of solid objects, losing half of its penetration power each time. After two bounces, it will only leave a paper cut in its wake.
⚶ Twin Shot: (0)
A white, semi-transparent shot that turns into two arrows/bolts mid-flight, each moving parallel to each other, making it slightly harder to block with standard blades.
⚶ Shadow Strike: (QD)
A Black shot fired from one direction that's a false image, with the real one coming from the exact opposite direction, at the exact same time. Better used for one-off attacks, or against really stupid enemies.
⚶ Teleportation Shot: (QD)
Zelīa fires a Purple arrow at her target and whatever the arrow hits when it stops moving, whether that be her enemy's heart or the rock it hit when she missed, is instantly teleported to an undisclosed location that only she knows about.
⚶ Gravity Well: (2)
Zelīa fires a Purple and Black colored arrow that, upon hitting a surface, releases energy that crushes anything within 3 meters of the arrow.
⚶ Unload: (2)
A Green bolt is held in the crossbow as energy constantly pools into the firing chamber. The crossbow rapidly fires bolts one after the other no greater than ten times, in succession. These bolts do not lose any penetration power, but they do lose a bit of accuracy due to having some recoil.
⚶ Arrow Storm: (3)
A Silver arrow is shot into the sky that come down as a hail of arrows, barraging a 5 meter radius for several in-character seconds. Cannot be used indoors.
⚶ Charge Blast: (8)
A White arrow is held in the bow as energy begins pooling into it. When the shot is fully charged, the arrow will glow brilliantly. When fired, the arrow will damage or completely obliterate anything within 2 feet of it, as well as leave a white streak behind it. A molten trail will be left in the wake of this attack, as well as a deep, glass coated hole wherever the arrow touches down. Zelīa cannot defend herself while charging this arrow.


 
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Name: Minerva Rissaih
Age: 293, Appears 27 to 31 years
Race: Dark Faery
Gender: Female
Sexuality: Unknown
Class: Warrior-Commander
Height: 5'7"
Equipment:
Waterskin: A small receptacle for retaining water naturally.

Daggers: Two daggers settle in hard, black leather skins on her left hip, sleek and shiny.

Short Sword: A 13" single edged sword with intricate engravings on the handle rests on her left hip.

Coin Pouch: A nice amount worth a few days travel, be it staying a couple nights at an inn or getting a meal.

Vambraces: Black leather vambraces occupy both of her lower arms.

Greaves: Hard, black leather pads rest on the front of her lower legs beneath the knee caps.

Left Pauldron: A large piece of segmented black leather that covers her left shoulder and some of her back.

Basic Climbing Kit: One hundred feet of rope and a grappling hook.

Quarter Horse: A hearty gelding named Arion carries any extra weight she may need for traveling.

Leather Bags: Two large leather cow skin bags rest on either side of her horse's quarters.

Basic Medicine Kit: Bandages, flask of vinegar, honey, thread, needle, and various herbs occupy this kit.

Rations: Some apples and carrots for the horse; hard cheese, dry meat, and stale bread for the lady.

Skills:
Hunting & Tracking: Minerva has been traveling for a long time. She's learned how to track animal footprints and hunt with stealth and caution.

Basic Healing: She can't cure, but she can treat and disinfect minor wounds, as well as stitch up cuts due to many years of learning under a ranger. This kind of knowledge has never been extended to anyone beyond her.

Naturalist Skills: Days on horseback and in the forest have forced her to adapt to the changing climate. When she was younger, the same ranger was kind enough to teach her the ways of the wilderness.

Close Ranged Weaponry: She is master in broadsword, skilled in shortsword, and proficient at wielding dual daggers. She hopes to learn how to wield dual swords soon.

Ranged Weaponry: She is a master in bow and arrow. Any other ranged weapons are foreign to her knowledge.

Combat Prowess:
Minerva is extremely agile and dexterous; like a snake in her movements. She is skilled in hand-to-hand combat and ranged weaponry. She also has mastered the bow and arrow and broadsword, but tends to lean more towards using her fingers and incantations to attack an opponent, rather than physical labor. Minerva is a sophisticated woman, and prefers not to get dirty whenever she can. Do not underestimate her however; She can deliver a final bloody blow if the situation calls for it.

Spells/Powers:
Semi-Immortality: The ability to never physically age. Is immune to aging-based abilities and will always be at her physical prime. Is still vulnerable to everything else that would affect other beings, such as decapitation, being slain, infectious diseases, and/or mortal wounds.

Dark Aura: Can surround oneself in darkness and/or shadows. Is constantly active. May hinder a person's capacity to see her physical form, depending on where the dark aura is present at time, possibly confusing one person, but does not physically harm or weaken a target's sight. Target still knows she's there.

Enhanced Agility: The ability to go from one motion to another effortlessly, doing things like effectively dodging attacks and performing numerous gymnastics and martial arts feats. Can still experience exhaustion after prolonged exposure. Over time, joints can become inflamed and arthritic, if ability is not exercised with caution. Cannot perform high risk feats, such as surviving falls from great heights or crashing into walls.

Enhanced Dexterity: Can precisely control movements, muscles, and digits with ease, making her unable to be clumsy or fumbling. Cannot balance on large unstable surfaces, such as a collapsing building or an earthquake. Can fall over if physically uprooted or pushed, but usually lands on her hands. Still runs the risk of injury if too much is done and she doesn't exercise caution.

Enhanced Strength: Able to exert great force onto objects and/or persons. She can crush the bones of an enemy or topple over a carriage with both of her hands, but her ability does not extend to lifting things that are two times her weight or considered extremely heavy, such as a boulder or a house. If she tried to lift anything beyond said weight limit, the bones in her arms are likely to break.

Enhanced Beauty: The ability to possess a level of grace, physical beauty, sense of style, and social poise above that of an average human. Can use it to influence others, but is also likely to attract unwanted attention. Does not allow direct control or subversion of others' will.

Psychometry: Is only active when she wants it to be, which isn't as often as one might suppose it is for an evil person. She can engage in a "sixth sense" like state, and perceive the residual information of an object and/or person. Senses are only limited to touch and sight. Persons invulnerable to psychic abilities are immune.

Dark Magic: A form of magic typically used for nefarious purposes. Generally leans towards harming, destruction, cursing and/or harming others. Can be highly addictive and leave a person susceptible to insanity, even if treated with respect. White magic and/or any other positive forms of magic is especially effective against this.

Confusion Inducement: The ability to cause temporary interference with the clear workings of a target's mind. People with immunity to mental-based abilities are highly resistant to this power. Strong-willed or focused people can recover quickly from this. Prolonged usage of this can severely damage the user's mind.

Dream Manipulation: Can create, enter, shape, and manipulate the dreams of oneself and any other person. Can only affect sleeping persons for one hour and is unable to induce sleep. Ability does not extend to the real world. People immune to dream based abilities cannot have their dreams altered.
Trinkets: Minerva wears a small, slightly rusted necklace that has a snowflake attached to it, made out of delicate stones and diamonds. This was given to her by her lover a few years before she abandoned him and their child.

Short History: Minerva was born into upper class, born with innate magical abilities, akin to faery heritage. When she was only a young teenager, she was forced to wed the dreadful dark faery prince, Nylas. Years later, after she slit his throat, she took it upon herself to leave her homeland and never return. It was within adventuring, she found love and compassion for a stranger: a man who turned her whole world around after he helped heal her. When she became pregnant with her first child, an evil sorcerer cast a curse on her baby. Minerva dreaded seeing her child fall before her eyes, thus, abandoned her and her husband when she was only a few months old. Minerva regrets not seeing her child grow to thirteen and abhors the day when her husband may come across her again, in spirit or otherwise.

Minerva's gray eyes appeared distant as her Mother tugged on her hair a bit and secured the five strand braid. "Run along now. Prince Nylas is waiting for you." She stood up and left the room to meet her fiancé for a stroll. Her father, High Lord, Nymrak Rissaih, was busy with council sessions and advising King Idril on the Seelie court. Shirayne Rissaih, her mother, was busy taking care of her and the other four children, so she was accompanied by her uncle Belgos instead, to meet the young boy once more. There was a catalyst, however, that sought to ruin Minerva further. After an attempted assassination on the King Idril, her father was not right in the head. He became distant from his wife and children, distant from her. Shirayne, however, found out he'd sought out the company of a whore at a high end brothel for men. She retaliated against him in grief and frustration, accidentally becoming pregnant with a child that was not his. For the longest time, however, she made him believe the baby was his and even let him pick out a name, Rayela Rissaih, to continue the mere illusion.

When the child was born, Shirayne lied to her husband again and told him there was a miscarriage. She gave the child away to the father's uncle and the baby was never heard of or seen again. Minerva's life was not centered around beauty or freedom; as she grew up, she was taught how to be a wife to her husband. When she wanted to learn how to sword fight, everyone merely laughed at her and her fiancé, Prince Nylas squeezed her shoulder. "A woman can't play with swords," he chuckled. "You'll ruin your soft skin, Minerva." She grew to hate Prince Nylas and her dependence towards him, even more so when they finally got married. Minerva dreaded every second of their marriage; The consummation was a disaster and she felt left out, especially when she'd failed to give him heir and he acted like everything was alright; even though she didn't want children. Minerva continued to stay strong, however, and quite often, would sneak out at night to ride her black palmetto horse or borrow her husband's daggers so she could practice throwing them at targets on trees in the forest.

Despite the high risks she took to make herself feel comfortable in her own body, in who she was, Minerva felt pleasure from contemplating and pursuing the unknown. She felt great whirlwinds passion whenever she threw Nylas' daggers at the trees, or tried to wield his sword, even though it was too heavy for her. Some wondered what had become of the docile flower she used to be; Prince Nylas shrugged the change off, assuming it was because she'd drank too much, or simply had a good story to tell about her ladies in waiting. Minerva simply agreed with him. As a person who didn't trust him all that well, he seemed to be too trusting of her. She would use that against him as a form of revenge for the next few years, twisting his mind and slowly, but surely, making him bow down to her. Minerva never planned to fully take over, no; it was better to see him suffer in silence, everything was better, until she found her own form of silence once more. The death of her mother by some unknown disease shook her like a leaf; Nylas sought to comfort her but she felt nothing with him.

Now, that she was on her own, Minerva felt she had no choice but to leave the life everyone else had laid out for her. She packed a small leather bag with spare clothing, a few days of rations, one of her husband's coin pouches, and both of his daggers. At night, when the moon shone the brightest, she left his estate, slitting any guard's throat that got in her way. In the morning, she knew he would hunt her down like a hawk; she knew he would find her. Minerva wandered the forest for many days; She became sick, she became cold, but still, she triumphed over mother nature. A week later, just as she'd suspected, Prince Nylas found her wandering the edges of a slum filled lake. He was less than happy about her running away. Minerva stood her ground as he chastised her and called her stupid. "Get her horse," he commanded his men. "No!" she hissed, gripping on the reins and pulling out a dagger with her free hand. Nylas stepped down from his horse and began to trek towards her. "Minerva, I've never seen you so high strung. What happened, love?" She felt her body begin to tremble and her lips quiver.

Minerva didn't like how vulnerable she felt around him. Her fingers almost lost their grip on the dagger when he came up to her, arms wide open. "You never cared about me, Nylas. Never," she sobbed as he wrapped his arms around her and held her close, trying to comfort her like a mother would their child. Minerva wouldn't play his game anymore. "Of course, I-." Blood suddenly splattered on her right shoulder. She glanced over to see his shocked face. "I'm not sorry," Minerva spoke through gritted teeth. "I will never be sorry for the way you treated me. You know what you did." She drove the dagger in deeper, then abruptly pulled it out from his back. Prince Nylas fell to the ground, dead. Minerva wiped away her tears and dirt. She shouldn't have been crying while that poor bastard died in her arms. "Arrest her!" one of the guards shouted. "Don't you dare!" A fiery resistance lingered within her tone as she tried to lift Nylas' sword up. "Don't you dare arrest me! I will slaughter each and every one of you!" she snapped, her fury blind to them. "You can't even lift up that sword, little lady!"

Then, she did the unthinkable and lifted the sword without much effort and despite her inexperience in using such a weapon, managed to kill all five guards. Minerva fell to the ground, exhausted and out of breathe, cut up, bruised, and bleeding on her stomach from a large slash one of the men had bestowed upon her during their fight. Minerva smiled and closed her eyes, drifting off to sleep. She never expected to wake up, but that's what happened when she found her stomach all wrapped up with bandages and a campfire crackling and burning bright. She yelped as a surge of panic rushed through her and pain soared through her lower abdomen. There was some stranger, some man sitting down in front of the fire with a small pot over the fire. Her head felt light as she tried to scramble away, but he simply shook his head and let out a hearty laugh. "You're going to run away while you're still healing, huh? That'll only make it heal slower." Minerva wasn't sure who he was or what he'd done. "You did this?!" she exclaimed in horror, cheeks flushed. "Why did you do this?! Who are you?!"

"You may call me Ranger. I saved your life."

"I didn't want to be saved," she whispered.

He looked over at her, a certain calm in his eyes, but said nothing. That was the start of an unlikely partnership. Minerva hesitantly allowed Ranger to take care of her while she was still at her weakest point. Minerva didn't have any experience in traveling or surviving on her own, so naturally he became her mentor and eventually, a friend. They fell in love and Minerva became pregnant with a young daughter they named Adeva. Unfortunately, a few months in, an evil wizard named Vilfreyn cast a curse on their first born child. Thirteen years after Adeva would be born, she would pass away from Shadow Spasm, the same disease that infested Minerva's mother. The fear of watching her daughter suffer like that plagued Minerva; She silently left Ranger and her child not long after she was born. All forms of communication were broken from the moment she stole some of his things and regrettably, left him and Adaeva. Minerva traveled for days on horse, wandering aimlessly into unknown lands. She trekked across snow and tended to frostbitten fingers, searching for a sign, for anything to help her.

A steadfast old man named Nasaios stepped in and saved her. He brought her into the underground society and imparted his knowledge of different weaponry towards her. Minerva used his kindness to her advantage, and many years later, Nasaios mysteriously passed away. No one could identify who killed him or how identify exactly how he died. Minerva used her wits to rise towards the top and cooperated with the underground almost immediately to lower the risk of any suspicions or ill inhibitions. Minerva made each decision with confidence; anyone who got in the way of her plans was killed on spot. She ruled with fear and respect, unlike the previous imperator. Over the years, she spent time rebuilding the underground society from the ground up and taking credit for what Nasaios had originally built. She accumulated the best criminals to take on a new round of responsibilities, training young rebels and outcasts to become assassins, pickpockets, and train in other criminal specialties. Minerva's reformation of the underground began to lead the underground to great success and still continues to do.

Other:
Minerva's alignment is neutral evil.
She has no wings any more, due to willing removing them. Wings are part of a faery’s life force and Minerva has survived this long without them by taking consistent potions and herbs enchanted by a sorcerer.
 
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Name: Gallivan
Age: 27
Race: Human
Gender: Male
Sexuality: Straight
Class: Rogue/Treasure hunter

Appearance:
gallivan.jpg
Height: 5'2
Weight: 120lbs
Eyes: Grey/Blue
Hair: Brown and short
Skin: Pale

History:
Gallivan's story is a story like so many others before him, a story of youthful optimism and ignorance, of hopes and aspirations, of friendships and hardships out on the road. It all started with a handful of childhood friends tiring of their dull lives in their small hometown and deciding to band together to face the perilous outside world. A paladin, a cleric, a ranger and a warrior. Together, they went on a buttload of adventures, earning fame and fortune throughout their very specific and limited part of the country. As with all good things however, this long celebrated force of good came to an end one day when the party's paladin and cleric decided to settle down and get married. Eventually they had a son and they named him Gallivan.

His parents each held many of the same ideologies and motivations as the other and have therefore always gotten along very well. Unfortunately their son was not quite so convinced doing good was to be the bread and butter of his life. Gallivan never held such extreme worldviews, never felt the satisfaction of doing the right thing, never wanted to make the world a better place in the way his parents did. The boy wasn’t inherently selfish, but having these ideas forced on him throughout his life had quite the opposite effect on his own beliefs, making the boy look out for himself more than for others.
Despite the many arguments they had and the punishments that often followed, Gallivan loved his parents. He enjoyed the sparring sessions with his mother and agreed with her that fighting was definitely a skill he should have. He was grateful for his father that he taught the boy how to read and write, even if it was about work or the church rather than books for enjoyment. He understood the merit of community and helping your neighbours, as he was forced to do every day. But their beliefs were just a little too much, a little too extreme in his eyes. Once he’d move out, he would be free to live as he’d like. In moderation.

Gallivan did not inherit much from his parents. Not their tall and broad frame, their ideologies, their luscious glowing hair nor their vibrant eyes. Gallivan was small and dull in both appearance as well as worldviews. But what he did get from them was the wanderlust that had them setting out on their adventures in the first place. Just like his parents had before, when Gallivan turned 16 he decided to leave his hometown in search of adventure. His mother, apprehensive at first, reluctantly accepted after her husband had convinced her that this would be good for their son, as it had for them when they were his age. With both of his parents’ blessings, Gallivan finally took his first steps into the real world in search of a life more fitting to his own ideals. They both still pray for his safety every day.

Young, inexperienced and looking very unreliable, Gallivan had a very hard time during his first few years, having to take on any job he could find just to get by. Ofttimes he’d find himself having to forage and hunt just to have something to eat. With his light build and quick feet he quickly fell into a routine of scouting jobs, infiltrations and occasionally hunting a bounty. For a period of two years he even found a band of adventurers that he tagged along with. It was there that he came across his first treasure. The brilliant sparkle of a gold hoard, raided from various places by the bandits they had just defeated, ignited a desire in him. That feeling of pure joy from a reward after a job well done felt like the way his parents described how they felt after helping someone, but it was oh so much better.
This was it. His parents had found their goal in life living to help others. Gallivan had just found his; hunting treasure. The rest of his party didn’t feel that strongly about the treasure, so he said his goodbyes not soon after that. With the experience he’d gained over the years he once again set out on his own, this time with renewed vigor. Working for money also gave him the funds necessary to develop some tools tailored specific for him and his needs.
Personality Traits : Patient, reserved, not inclined to give out his real name or show his face
Likes:
  • Money
  • Climbing
  • Singing around a campfire
  • A nice drink after a job well done
Dislikes :
  • Loud noises and loud people
  • Extremists
  • Rain
  • Gluttony

Goals:
  • Be rich
  • Settle down
  • If nothing else, have his name immortalised

Motivations:
  • Money
  • Self-improvement
  • Wanderlust
  • Personal fulfillment
Weapons:
  • Two short 7” straight daggers and one longer 14” leaf bladed short sword
  • a bow that looks like he made it himself
Armor:
  • Helmet with visor
  • Leather chest piece
  • A bracer on his left arm
  • Gloves with the tips cut off
Miscellaneous items:
  • A 4L waterskin
  • A smaller waterskin that he hides most of his coin in
  • A coin pouch
  • A carving knife
  • 6 throwing knives, two of which he keeps on his belt
  • Claws that he can strap to his hands and feet to climb a variety of surfaces
  • 30m length of rope
  • A 1L canteen of 70% alcohol
  • 5 extra bowstrings
  • A small shovel
  • A small hatchet
  • rations: hardtack, dried fruits and vegetables
  • A handful of individual hooks
  • A sling
  • Needles
  • A spool of surgical thread
  • bandages
  • A spare set of clothes
  • A satchel to hold all of this
Skills:
  • Close Range Combat: Throughout his youth Gallivan has sparred daily with his mother who trained him in combat, both armed and unarmed. Since her son stayed rather small she taught him a variety of parries, feints, dodges, grapples and/or counterattacks with which he can take on larger fighters, since more often than not Gallivan is unable to take his opponent head-on. However he is not ashamed to flee, and retreating is often a preferred alternative to a direct confrontation.
  • Long Range Combat: A much preferred style of fighting of his. Whether taking out a target with a bow and arrow, or using any number of projectiles to distract an enemy before rushing in for the takedown, Gallivan prefers to strike from the shadows if he cannot get around someone.
  • Accurate: Whether by bow, by hand or using a sling, Gallivan can hit targets accurately from afar.
  • Sneaking: With a small body, a light gait, and careful observations of his surroundings, Gallivan is very hard to find if he doesn’t want you to.
  • Meditation: Sometimes having to wait hours for an opportunity, Gallivan uses this technique to keep himself going without food, water or sleep for long periods of time.
  • Agility: Whether it’s climbing and balancing up high, traversing treacherous ruins and caverns or getting through desert sand and swamp mud, Gallivan is used to all sorts of environments and remains quick on his feet wherever he goes.
  • Survival: A lot of his time has been spent away from civilisation, he’s picked up enough skills to survive on his own.
  • Sewing: Clothing often tears and the nearest town may be days away. Gallivan has taken lessons to learn how to fix his clothing, as well as stitch up a gaping wound.
  • Basic Reading/Writing
School of magic:
  • Fire: Gallivan never went to school for magic, but has learned how to use his innate ability. He can ignite a small flame over his hand which functions much like a torch, or use it in combination with meditation to keep his entire body warm.
 
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Name:
Elinora Brombert
Age:
Appears 24, actually 86
Race:
Succubus
Gender:
Female
Sexuality:
Sexuality? Such unnecessary human things...
Class/occupation:
Guardian and Brothel Owner
Height:
5’5
Weight:
135 lbs.

History:
Where to begin in Elinora’s short, but a long history. She was born the daughter of two fallen angels. Her parents are unknown to her as they abandoned her not long after she was born. Elinora grew up essentially just floating around as she doesn’t remember much of her early years until she was adopted by another demon. He taught her how to survive and everything she needed to know. Eventually, Elinora got caught in the wrong crowd and ended up on the other side of a rebellion that left the underworld decimated, so she ended up among humans. Angered and tempered by the failed rebellion, she pillaged the countryside until one day she stumbled upon a brothel with a not so nice man running it. Rumor is he was fed to some demon dogs.

Personality Traits:
Likes:
Elinora enjoys sitting on the bar and observing her patrons
Rights for women
Playful banter
Hand-to-hand combat
Dislikes/Fears:
Returning to the underworld
Harm coming to anyone within the brothel
Losing anyone she cares about
Being betrayed
Goals:
Elinora only has one goal in life and that is to survive.
Motivations:
1. Survival
2. Alcohol
Weapons:
Does my body count?
Armor:
Armor is for the weak.
Skills:
Elinora is skilled in hand-to-hand combat as she was trained from a young age. She has never failed in combat except for when she was expelled from the underworld, but that’s another story.
Along with her own healing powers, she has learned the basics in how to tend wounds and serves as the madame and doctor of the brothel.
Businesswoman. Point-blank, period.
Magic:
Seduction and manipulation: Elinora can control someone just by a simple touch, but she tries not to use this power unless it’s against a rowdy patron who has gotten too rough with one of her girls. However, she will sometimes use this to calm someone down and create a euphoric effect.
Healing: She can heal someone by channeling her energy into someone else, but this leaves her incredibly weakened, so she only uses it in dire circumstances.
Longevity: While she is a demon, Elinora can manipulate her appearance to appear younger or older; however, she does not possess immortality. She assumes that she will live well into the thousands, but she knows if she were ever to run into her former demon friends, well things wouldn’t end well.​
 
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]
Age:
Race: Merfolk
Gender: Female
Sexuality: Asexual
Class: Trickster


Height: 6’5
Weight: 156
Eyes: Pale green pupils with blue cat eyes slits
Hair: Multiple long purple-blue fins
Figure: Voluptuous, curvy, and flat chested
Skin: Watery patches of purple, pale green, and bone white.


History
A Merfolk from the depths. A hint that the tribe has an infamous past
Personality Traits
Curious, Elegant, Farsighted, Dishonest, Naive


Weapons:
An enchanted knife of
Malediction, Bronze Shortsword
Armor:
None; Wears only silk clothing.
Miscellaneous:
A pouch of several Mana Pearls Used in spells
Skills:

Swimming, Magical Artifact knowledge, Merfolk Politics, Alchemical Theory, Botany
Spells:
Cantrips: By using minor magic with using tools Vyvil can cast spells almost at will with little effort.
Bubble Manipluation: By using a base bubble solvent Vyvil can create bubbles both for underwater breathing and show. Can be extended into Magi's Bauble or Eye of Goldbrand.
Dazzling Lights: Using Light Manipluation Vyvil is able to make a show of lights that can be an impressive show. This can be extended with more force into Light Bolt or Confusion Ray
Throw Voice: Mostly a way to throw sound and may it seem like it is coming from a different direction. Can only work on voice. Can only be a whisper. Using sound magic.
Frost Bolt: By using a cone-shaped apparatus Vyvil can fill the cone with a touch of water and using Water Magic throw the water as it turns into ice creating a temperature gap that propelled the cone forward. Optimal in mild or hot temperatures. The less the temperature difference the shorter the range.

Focused Spells
Magi's Bauble A rather complex spell. By using a Matrix, a reusable alchemically made artifice computator, a bubble can be made around with a special solvent to allow for sensory of its surroundings. By using the blood of Ice Moths, mixed with Electrolite, the bubble will be free to move at will with minor intelligence to be able to gather basic intelligence such as, is any one person here, or is the room empty. The Bauble isn't always reliable as it relies on the logical and computational capacity of the Matric which wears off over time and is rather strict is the questions it can get. The Matrix will pop after some uses or on command and give the user all information at once throw sound magic coming from the Matrix.
Eye of Goldbrand By filling the bubble with gasses from the fumes from an easy fire spell. The fire would fill the bubble with a cone apparatus. The bubble will be a mine waiting to be popped. The bubble can be thrown with the apparatus as well. Damage and severity depend on the gaseous contents
Light Bolt Simply put a light bolt is a focused light source through a crystal that is very hot and deadly.
Confusion Ray By butting a light source through a Spin-Filter. The light will flash in and out dazing the enemy.

Tools of Magic
Conappius: Or simply called a Cone Apparatus this is a cone-shaped leather bound funnel allowing for specific gripping of the solvents used for the bubbles. One end can be used to fill it with air from the mouth or from another source. The other end is dipped in a Lensing Dish with the Solvent to create the bubble.
Spin-Filter: Basically a two leather pieces with holes, with a pin in the middle allowing for several lenses to go in and out allowing for a flashing effect or several different foci of light. Mostly minor in effect, unless used for Dazzling-Lights.
Crystals! Divine Prism: Used for Light Ray.




 
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Name: Gemma (fun fact, she was named after having tried to eat a gem as a pup)
Age: 10 (according to google, foxes only live for five years. ;.;)
Race: Fox
Gender: Female
Sexuality: Asexual
Class/occupation: Familiar - Scout

Appearance
Height: Nine inches tall, sixteen inches long, she's a smol fox.
Weight: Three pounds, she's not just smol, she's also a light fox.
Eyes: Blue eyes, with magic circles in them, specifically of divining nature.
Hair: Gemma is a red fox, and as such has an orange fur.
Figure: Gemma is smol fox, has smol fox figure, real fluffy tail.
Skin: Why on earth would you try and shave a fox, you monster?!

History
Gemma was bred specifically to be a familiar, having once been owned by a mage of questionable studies. She is considered to be very valuable, being a familiar bred by one of the top breeders, and being one of few familiars with both parents also having been familiars. Her name was given to her after the mage paid the breeder in gems, one fell out of the bag, and Gemma seeing the shiny thing hit the floor assumed it must be food.

She lived with that mage for half a year. This time was fairly decent, and while she wasn't starved she wasn't really fed properly(she was fed an occasional, let's say bandit, limb, instead of proper foods like chicken), the mage assumed since she tried to eat a gem it didn't really matter what she ate. Though, this didn't last too long, as the mage was assassinated for conducting immoral researches on a farmer who had a very angry, and rich, daughter.

The assassin ended up taking the little fox, and she ended up having a new life. As it grew up living with so many unique individuals and outcasts, the fox would partake in certain jobs helping Minerva as a scout and sometimes a distraction, as well as helping keep tabs on various members of the underground. Gemma's 'spying' was more just her being curious and wandering around, and informing Minerva of everything she deemed to be interesting, whether it be a couple people hooking up, or a bug on the wall, and Gemma did this whether Minerva wanted her to or not(though this has at least on one occasion revealed a bounty hunter that had managed to slip in, as said bounty hunter did not realize she was a familiar, and told her his entire plan, which she relayed to Minerva as an interesting story, Gemma never did figure out why her new friend with the long stories dissapeared).

Personality Traits
Likes:
• Food (she loves food, and anything that resembles such)
• People (People are great sources of entertainment for a curious smol fox)
• Stories (People that tell stories are even better than the people that don't. Gemma often confuses normal conversations for stories.)
• Ice (she really loves to slide around on it, even though she's completely ungraceful at it)

Dislikes/Fears:
• Guards(she has been trained to lure them into a false sense of safety, before commencing a bite and run)
• Spiders (she found them interesting once, and followed one for a whole day, then out of nowhere when she tried to play with it, it bit her paw)
• flowers (Gemma, being a curious fox that loves food tried to eat a flower once...it was poisonous and she almost died. She has since held a grudge against all flowers, and is known to occassionally ruthelessly attack them. Some have stated it's quite entertaining to watch.)
• Boredom (Gemma is not the 'sit still' type, she has energy for days, and if you plan on waiting for something you are bound to notice that she is either gone, or staring at a bug, or other fascinating thing, nearby.)

Goals:
• Nom the things (Gemma wants to try every kind of food, includng the foods that aren't food)
• The bestest tale (Half of Gemma's fascination with stories is sharing them with Minerva, Gemma hopes to one day find a most amazing story for Minerva)
• Are you a new friend? (Gemma loves making new friends. One day all the creatures will be her friends, whether they know it or not.)
• Most helpful (Gemma strives to be useful to Minerva, and will often try to be as helpful as possible...though sometimes this backfires.)

Motivations:
• Hunger
• Energy
• Curiosity

Weapons:
Claws - Her claws might not be as sharp as a cats, but they're nothing to scoff at.
Teeth - Gemma has great pride in her teeth. They are kept nice and clean, and sharp. She can't bite through metal, and leather will certainly help lessen the impact, but if she bites onto bare skin expect blood.
Armor:
Collar - A rather fancy collar inlaid with an expensive looking black gem. The gem is enchanted to make her resistant to fire, while the collar itself is enchanted to grow as she does, she's had it since a pup.

Skills:
So Sneky - As a fox Gemma is naturally good at sneaking, which helps with scouting.
Very balance - Gemma is pretty agile, and able to walk along small ledges with minimal effort. She is also able to jump pretty high.
All the speed - Foxes are known to be quick, Gemma is no exception, able to outrun most guards and even their dogs.

Magic:
Telepathic Link - Gemma is not just a pet, she's a familiar. More specifically, Minerva's. This isn't merely a fancy title either, as with it comes a telepathic connection that allows Gemma and Minerva to communicate over any distance, unless blocked by some form of magic. Minerva can focus on this, to see what Gemma see's if needed.
Magic Conduit - Gemma can't cast magic on her own, however Minerva can cast magic through her, so long as she can be seen.
Magical Charge - Similar to casting a spell through her, Minerva can essentially 'load' a spell onto her with set instructions for what can set it off. This allows spells to be set without requiring line of sight, but can be a bit risky as depending on the trigger the spell might go off early or not at all.
Magic Sense - As a familiar Gemma has the ability to see magical aura's, be they on creatures, people, or items. By focusing on this aura she can discern the school of magic, and if focusing long enough can even discern exactly what the magic does. This is technically passive, however when actively focusing on something the magic circles in her eyes will glow, and will change color to reflect the school of magic she is looking at.​
 
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Name: Telos Corvus

Age: 24

Race: Human

Gender: Male

Sexuality: Straight

Class/occupation: Bodyguard


Appearance:

Height: 6ft 2inch

Weight: -

History:

Descendant of Talio Corvus, Telos is a man born during what many regarded as the most peaceful era of the Darklands. The last active Umbra Knights was seen a few centuries ago with many of them fading to obscurity only to be remembered by a few. Being a significant part of their culture, the corvus family still taught their young ones about their history. Unfortunately, not many of them seem to care anymore. Telos included. Him and his family had adopted a different lifestyle.


His father became a talented blacksmith & tinkerer while his mother is an renowned alchemist. Although he seemed to share the same interest as his parents, he always seemed he yearned for a life outside of the Darklands due to his adventurous nature. At the age of 18 he was enlisted into the army which was mandatory for any Darkland citizen of sufficient age. Despite the harsh environment, he enjoyed learning how to fight. He wasn't exactly the best swordsmen but he knew he can hold his own. Unfortunately, this costed him dearly.


One day, being a cocky young man that he is, he picked a fight with four brigands that he ran into during one of his patrols. He managed to kill half of them and injured the other half. Confident of his victory, he arrogantly taunted them and asked “Is this the best you got?!” before being caught flat-footed by 5th brigand. He was much more skilled than the others brigands and was able to easily read Telos’ attacks. In a split-second, Telos had thought he saw an opening and launched a decisive strike. Was it ignorance of his enemy? Or of himself? The attack lead to an unbalanced cross counter between the two. The brigand took a small cut to his face, Telos’ lost his left arm. The brigand mockingly praised Telos, stating he would have grown up to be fine swordsman had he not met him. Before he could deal the killing blow, the footsteps of nearby soldiers could be heard closing into the area prompting their retreat. “We’re not done yet!” He screamed in agony and anger. “You’ll die for this! All of you!” he roared before passing out from the pain and blood lost. In this battle he lost his left arm. But the most important thing he lost on that day was his pride. Although he was praised for his bravery, he could not live with the shame of losing a fight to a couple of thieves and decided to leave the army. Seeing his son in such a low spot, his father tried to help him to cope with his grief by building him a magically attached metal arm that would make him a “better soldier”. A magic rune was attached on the stump end of the shoulder and the attachment point of the arm. As long as there is life energy running through the runes it acts as an arm.


Over time, Telos got over his defeat and found the confidence to reapply for the army. Unfortunately, he did not make the cut as he was unable to fight efficiently with the new arm. This enraged Telos, and led him to train vigorously for the next few years. He swore to himself that he would be the best warrior in the land even with his “arm”. When he was not training he spent his time tinkering with the arm to further improve it. His father made him a training course. Eventually he managed to develop a unique fighting style which took advantage of the greater range of motion of his metal appendage. At around the same time, his friends from the army informed him they had possibly found the location of the old brigand that had robbed him of his arm all those years ago. He told Telos that the army was going to send a group the apprehend that man soon and asked him would he like to join them due to his history. Telos declined the offer and told him he had more important matters to attend to.


“Come out. I know you’re here!” Telos yelled as entered the doors of the abandoned building. He was greeted the echoes of laughter of the only other person in the building. “You could not live with your failure and where did that bring you, boy?” the all too familiar voice taunted. The young man stay calm, cautiously unsheathed his blades just in time to parry a surprise attack. “BACK TO ME!” the brigand swordsman shouted as he unleashed a vicious onslaught of attacks. With all those years of training, Telos had greatly improved his swordsmanship, allowing him to fight toe to toe with his adversary. Eventually, Telos got to drop on the brigand through using his signature three armed swords stance. This maneuver gave him the opportunity to deal a decisive blow, cutting off both of the brigands hands. “I told you I would kill you.” Telos declared victoriously as he held his blades over his opponent’s neck, like pair of shears, ready to cut a nasty weed. “Wait… I.ii.. surrender, you win, please….!” the brigand pleaded, revealing the one of the reason he had lost. The once proud swordsman was now an old man, fallen from his prime. Soldiers suddenly came marching into building surrounding the area and demanding Telos to step away from the man. His friend was among the soldiers who stormed into the place. “Telos, that’s enough, he is beaten.” Telos was furious with the revelation. He will never get a chance to kill the man who took his arm, only a mere shadow of him. And with that he reluctantly sheathed his blades to turn around to move away from his “victory”. “Heh, ridiculous, you think your arm is worth a person’s life?! HAHAHAA ” the brigand gloated, believing that he was no longer in danger. He was wrong. He was greeted by the vice-like grip of a metal arm on his neck, lifting him up off his feet as he choked. “No, it's worth much more than that.” The brigand was tossed violently onto the ground, broken and bruised, but very much alive. Telos left the scene, angry and disappointed on the outcome.


His newfound fighting prowess caught of attention of an old family friend who worked closely with the Church of the Heavenly king, a sister. She informed him that his skills could be useful in escorting a priestess on a pilgrimage. In return, not only would he be reinstated to the army, be given the honour to join the prestigious royal guard. He gladly accepted to offer, it was all the he ever wanted after all. His parents were overjoyed that he was given such opportunity from the church.


While doing his tinkering in preparation, Telos stumbled upon his grandfather's stash. Among the trinkets and bobbles were pieces of Umbra Knight armor. Just a familiar heirloom he thought to himself, yet he was enthralled by an unseen force that compelled him to merge some of the armor parts onto his left arm. Ever since that day, he felt like he was never truly alone for some reason.


His father, seeing that his arm might brought unnecessary attention to him decided to engrave an illusionary rune onto it to hide its true nature. Additionally, he was also given a small assortment of his father’s finest armor and weapons. His mother packed him a few days worth of food and water, fast acting healing salves, insect repellent, anti-venom and most importantly, three “secondwind” vials for emergencies. The last thing his family packed for him was the family mimic, Itzal, passed down from generation to generation. It is said they were a great companion and weapon of the Umbra Knights, now they were more akin to versatile clothing.


Personality Traits: Cocky, thrill-seeker, honorable, vengeful, Charming, Heart of gold.

Likes:

  • Experiencing new things
  • Fighting the strong
  • Tinkering
  • Getting loot
Dislikes:

  • Not taken seriously
  • Cruelty
  • Being told what to do
Fear:

  • Losing, again.
Goals:

• To be the best swordsman in the Darkland

Motivations:

  • Regain his pride
Weapons:

Three retractable shortswords

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Prototype blades made from darkland steel. Able to retract for ease of storage.

Crimson Queen

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Corvus family’s finest line of swords. Runes and enchantments of the sword allows user to channel their energy into it, igniting the blade, increasing its cutting power.

Armor:

Leather armor underlined with chainmail. For a balance of mobility and protection.

Chestplate with Corvus family trade sigil. Quality assured.

Miscellaneous:

Itzal, the old mimic

Itzal the family mimic, passed through generations of the Corvus. He was said a vicious ally of Umbra Knight named Talio Corvus. Those have long past. Ever since the “death” of the Umbra Knights, none of the remaining mimics seem to have any fighting capabilities left, possibly due to old age or something else.

Itzal likes to mimic as clothes roughly the size of a grown man and keeps Telos warm. It likes to meow for some strange reason possibly due to its overexposure to cats living in the vicinity of the household. There are rumours of it replicating sounds from other animals, but that yet to be proven.

  • Able to mimic clothes the size of a grown man.
  • Too old and weak to mimic “hard” objects.
  • Able to mimic animals sounds.
  • Able to understand the intention of his master.


Metal Arm repair kit

Just incase it breaks.

Five Fast Acting Healing Salve

For those nasty wounds. Able to close cuts and gashes within a few minutes.

Insect repellent

No one likes bugs

Five Anti-venom

To not die when you get bitten by nasty things. General purpose anti-venom made from the venoms of common insects and snakes.

Three Second wind vials

Removes fatigue and acts a pain killer. Takes a minute to go into full effect.

Skills:


Combat Skills: Pretty good fighter, can fight multiple enemies to a standstill. Will have problems fighting more than one skilled fighter at a time. Most skilled with the sword, has trained with other martial weapons including bows. Has advanced hand to hand combat skills.


Advanced blacksmithing and tinkering.

A chip of the old block, Telos started started learning at the young age of 16 to help his family’s business and reached advanced level at 20 when he got use to his new arm. He is able maintain his arm and weapons in pristine condition. He is also able to craft new weapons, given enough time and resources.


Basic potion-making

Able to make potion with a detailed recipe book. Thankfully, his mother wrote him a few just incase. Mainly for bug repellent. Cause reasons, don’t ask.


Magic:


Untrained in Magic: Did not train in any school of magic but has some affinities with elements life and darkness.


Unrefined Enhancement Magic - The ability to temporarily strengthen different parts of your body, improving physical capabilities (increasing muscle strength in the arm for greater weapon strikes, increasing the strength of his legs to run faster, increasing lung capacity to hold your breath longer). Due to its unrefined nature it does not last as long (Only 30 secs compared to 3 minutes) and inefficient in its magic energy consumption.


Rune enchantment: The only magic he really learned and trained with mostly through blacksmithing, he is able to increase or add additional effects to his weapon’s attacks by engraving runes into them. Normally used BEFORE a battle. Requires tools from his repair kit to perform.


The arm: One of its kind. It is essentially a replacement for a lost arm from the shoulder onwards. Runs on its user’s magic energy. Made from darkland trademarked steel and lighter metals, used to replicate functions of the human arm and then some.


Stronger than a normal arm as it can be used to deflect blade strikes and even absorb a couple of blunt force attacks. It lacks however nerves so the user cannot feel anything he touches and may oblivious to the damage. This arm is more flexible due to its ability to bend rotate at angles impossible for a human arm. Additionally, has the ability to split into two separate arms, with three digits each, allowing him to wield three blades at once. This has become his signature fighting style, dubbed “The Striking Hydras.” He uses this style to catch his opponents off-guard and attack rapid strikes from unusual angles with two left arms while his right arm look for an opening for a fatal strike. Detachable and reattachable for easy maintenance. Has an illusion rune that hides is true nature, making it look like a normal arm. Not waterproof, can rust.
 
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Name: Anita Delacroix II
Age: 23
Race: Lesser Demon
Gender: Female
Sexuality: Straight
Occupation: Priestess of the Heavenly King
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Height: 5'6
Weight: -
A girl was abandoned on the steps of the church as a babe, the Dark Nation was poor but the religious centres had resources. Left by her parents there to ensure that she would at least have a chance at life. Of course the church took her in, life was precious in the eyes of the Heavenly father as it was the source of his army. Luckily, they had enough living batteries and decided to keep her as priestess in training.

As a child she was filled with the religious teachings of the church. Unlike the other children she wasn’t forced to memorize the scriptures because she instead studied them religiously. It was shown early on in her life that only those worthy could have a place in utopia and she dearly wanted to be in that vision.

A Delacroix by the name of Anita, one of the priestess of the highest rank second only to the Blessed Mother saw how zealously this one child tried and decided that she was to be her steward. It was an honour to be a attendant to the Delacroix and she had heard the rumours that it was certain that once you’ve become a steward next you would be the successor to the priestess you served.

For just a moment, the thought of grandeur had made her slipped. A mistake. The punishment that followed was horrendous, enough to break one’s very being. She wasn’t fully broken but enough pieces shattered. Her mistress said to her “Your eyes are finally worthy of the Heavenly King.”. That was enough to lift her spirits, once again she thanked his grace for guidance.

Years passed after that incident, she was now a full-fledge priestess but was still under the wing of Anita. She was taught all manners of necromancy, rituals to purge the unclean, the duties of a Delacroix and what was demanded of those in their station. She was groomed to be her successor but the child remembers her punishment and acted humbly.

It was time, the trials of becoming a Delacroix. The four central tenants of the Heavenly King will be tested.

“Through Knowledge, one gains the means to power. Through Power, one gains the mean to struggle and survive against the world. Through Survival, one yearns for life. Through Life, one understands their destiny for Utopia.”

It was during the trials that she had found the power that is in her blood. It was a massacre and in the end she was the only one left standing. A lengthy moment of silence by the Delacroixs overseeing the final trial, their faces unshaken by the events simply told that the results will be announced at a later date. Unshockly she was made a Delacroix and from that moment on to be called ‘Anita Delacroix II’. The title is only honorary as long as the first is still alive but now she has power or so she thought.

Years passed and a certain rumour that one of the holy artifact has been found. In the chambers of Anita Delacroix I, a plan was hatched in secret.

“Have you heard dear girl?”

“Yes, Delacroix Victoria have been solidifying her claims to be the next Blessed Mother.”

“It seems all but certain that she would win.” She said with a coy smile.

Before the young priestess could even reply Anita places a finger on her lips.

“ Unless you were to recover something precious that was stolen. Let us pray child that during your journey that you may upon happenstance recover the Heavenly father’s stolen treasure.”

“I understand.”

“Whatever it takes. Our life for the Heavenly Father.” She said as she slid two rings onto the young priestess’s fingers.

“Our Life for the Heavenly Father.” The girl understood her words clearly find the artifact or die trying.

“Good now prepare for your journey and stay safe child.” Anita lovingly stroked the young priestess’s face.

The girl bowed and left the room. Now in solace she mutters under her breath “We are meant to serve the King and his people. Yet…” She touches the ring softly. “Heavenly Father please give me guidance.”

Personality Traits

Likes: Life, Savory food, The Heavenly King, Being Praised
Dislikes/Fears: Non-believers, Bad-mouthing the kingdom, False Gods, Being found wanting
Goals: Uplift the Dark Kingdom to its former glory.
Motivations: Her sisters that she had stepped over to be in her position.

Weapons:
A beautifully made black longsword with gold melted elegantly into the blade. It is to show the rank of Delacroix Priestess. Mostly used as a medium to concentrate power but can be used as a weapon though the edge is dull. .
Armor:
A Priestess’s outfit fitted with a silver breastplate, greaves and gloves. Enchanted to be lighter and less obstructive.

Miscellaneous:
Ring of Safe: Teleports the wearer’s belongings to a predetermined location upon death.
Ring of Possession: Inside the ring is a Vengeful guardian that attacks the wearer’s enemies. The vengeful guardian is a spirit with no form but a worn metal spear and a beaten wooden tower shield.
Pendant of the Holy father: A silver pendant with the symbol of the church. A Cross with a crown underneath it.
Skills:
Combat Skills: Knows how to not cut herself while swinging.

Intensive Focus: Years of training has made Anita common to distraction that she can remove the noise entirely. Unless she is incapacitated her spells are almost never disrupted.

Nurse: She has stitched many wounds. As many as she has stitched cadavers.

Intermediate Torturer: Sometimes the only way to purge the unclean is harsh medicine.

Rune translator: Having spent many years in the temple’s library she has become adept in deciphering magic runes.

Magic/Powers/Curses:

Blood of the Conduit, Life - Her blood is unique as it does not bring with it the normal affinities associated with demons. It is hard to discern Anita to being a demon from just looks alone as she burns just as easily as any human and has little to no affinity with chaos and fire. The power is in her blood, those who drink from it can access the blood rage. The more blood consumed the longer the duration. That is not all, her blood can be used as high-quality mediums for spells.

Blood Rage - Upon drinking the blood, the primal beast awakens and the reaper’s deal is made. Their physical prowess is increased tenfold, their endurance limitless, their capacity for pain mute but those powers are loaned and one never keeps debts from the Reaper long. When the bloodrage ends, all the pain and wounds they have accumulated is returned to them in full. With the bloodrage one can survive even mortal wounds but death is assured when the rage ends. Side effect may include crippling pain for several days and parts of your soul may be gone.

Cantrips - Helpful cantrips that deals with daily life problems. Like grooming!

Darkland Necromancy - Unlike the usual necromantic magics, Darklands have kept their knowledge sacred. From melding horrifying flesh beasts to stitching together flesh to create golems as well as healing that could be called Miracles. Even cursing souls to become vengeful guardians and the creation of a lich. All are taught as well as the usual manipulation of life.

Body of Delacroix - Anita does not need major preparation to cast spells that manipulate the life force of living beings and the dead. As she herself is catalyst and material to many of the spells. The runes needed is etched onto her very soul and the materials her body.

Cursed Blessing - When Anita heals anyone with magic, her patients disposition become deathly pale and is granted the hardiness of the dead. It is only temporary and it will pass after several hours depending on the strength of the magic.

Aura, Element’s Antipathy - Delving too deep into life and death have caused herself to be a deterrent to the elements, it is hard for Anita to be able manipulate anything but life. It goes both ways as spells of have tendencies to fizzle out upon reaching her both positive and negative. Those around her feels as if the colours of the world are being washed out.
 
I've been a bit slow about posting this. Firstly, because I wasn't sure how I wanted to do it. I've decided however, that most of the information is in our Discord, so I don't need to post it all twice. So, this thread is merely going to be for the characters to be posted.

If you're new, wanna know what this is pop by our discord:

Character Sheet Template: Some things are optional, others are not, you should be able to tell what's important and what isn't. Questions will happily be answered in the discord listed above. :3

Name:
Age:
Race:
Gender:
Sexuality:
Class/occupation:

Appearance:
Height:
Weight:
Eyes:
Hair:
Figure:
Skin:
History:

Personality Traits
Likes
: • • • •
Dislikes/Fears: • • • •
Goals: • • • •
Motivations: • • • •
Weapons:
Armor:
Miscellaneous:
Skills:
Magic:

Name: kamin
Age: 20
Race: kitsune
Gender: male
Sexuality: gay
Class/occupation: artist

Appearance:176630
Height: 5'9"
Weight: average

History: he was born into a family of fox mages that were prejudice against gays. he found ways to focus his sadness/loneliness through art. Other than that nothing is really known about him

Personality Traits
Likes: art, food, thunderstorms
Dislikes/Fears
: spiders, his body art fading
Goals: his art to be known, settle down with someone
Motivations: romance novels, his passions, hope of finding someone
Weapons: none
Armor: robe
Miscellaneous: he gives himself body art every 5 days
Skills: art, patience
Magic: fire
 
ce:
Pixiv.Id.1172441.full.1869726.jpg


Name: Dalton Livingstone
Age: 21
Race: Human
Gender: Male
Sexuality: Heterosexual
Class/occupation: Adventurer Mage

Height: 5'8
Weight: 156.lb
Eyes: Heterochromia (Yellow and Purple)
Hair: Light Brown
History:​

Born in a small town with a mother and father, Dalton lived a rather peaceful life away from the most booming areas of the Darklands. His father and mother worked together to make a living for themselves, the father would farm and plow the lands for grown food from the seeds he finds and the mother runs a market selling said produced item from the farm while saving some of them for meals. Dalton spent his time as a kid outside of the house as he enjoyed wandering around the fields and learning more about nature and its many inhabitants. He would even take some paper and take notes of certain animals behavior.

One day while their parents were outside working, Dalton stumbled upon their room while looking for his lost book and found a rather interesting thing about her mother, that she used to be in a group of magicians known as the Aeon Order. Learning that his mother was a mage and that he has potential to become a mage, he started to take his mother's staff and try to perform some magic in her book, only to fail. When his mother found out about it, she told him to stop it and wait until he is older before trying to learn magic. Dalton wanted to become like her mother and become a respected mage in the Dark Lands, her mother was touched by his resolve and promised to teach him once he was older.

Years later, at the age of 16, Dalton started to get magic lessons from his mother, This involved form learning specific school magics to learning how to speak the language of the First Mages. It was a long and grueling training for Dalton, taking him almost half a year to master that particular school, but once he got the hang of it, it became a easier for him to learn how to control the other schools. His mother only taught him the three schools before handing him her book, in which he could learn how to control the other types of schools that her mother learned while in the Aeon Order.

At the age of 20, Dalton decided to head out on a journey in order to explore the world and discover new and exciting creatures. While his parents felt sad seeing their only son leave them, they were glad that he was going out and seeing the world with his own two eyes. His mother gave him her pendant as a parting gift, to remember them by if he ever felt lonely. Dalton, not trying to cry, left the village in hopes to find his true calling one day.

On the road, he found a bandit trying to steal a young woman from her possessions, Using a fireball to blast the bandit while occupied, the bandit fell down injured while the young woman sealed his arms and legs together with some kind of a shackle magic, so that he couldn't escape. After reporting to the guards, Dalton went to check on the young woman, the two began introducing themselves to each other. The young woman introduced herself as Lalina, A mage who is seeking out more information about the First Mages, As she was a descendant of the First Mages thanks to her father being a descendant of one of them. As thanks. Both Dalton and Lalina traveled together for a while. Lalina teacher Dalton more about the First Mages' past, and Dalton teaching Lalina more about nature and life.

The two spent a long time together traveling and learning from each other. Then one day someone dressed in a hooded robe approached the duo and called for Lalina. It was a member of her father's group. They mention to them that they found something very important regarding a lost staff of the First Mage's and was to return to her father to help retrieve the final clue to finding it. Lalina, saddened by this, sent her goodbyes to Dalton before being teleported back to her father. While Dalton was a bit sad he had to leave his friend, he knew he would see her again one day, but until then, Dalton continued his adventures around the Darklands, hoping to find more wonderful discoveries and hidden secrets.



Personality Traits

Likes
:
• Learning
• Reading
• Nature
• Kind-Hearted People

Dislikes/Fears:
• To lose things important to him
• Ignorant people
• Seeing nature destroyed
• Snakes

Goals:
• To become a respected mage
• To write a book about the new discoveries on his journey
• To learn more about the First Mages
• Settle Down and Make a Family

Motivations:
• Learning and mastering new kinds of magic
• Meeting new and friendly people
• Learning more about nature and its undiscovered hidden secrets

Weapons:
Oak Staff: A small, yet important weapon crafted from the wood of an oak for Dalton to use as it is the base of where his magic comes from. It is imbued with a medium sized magic crystal on the top of the staff, which is where the magic comes from.

Iron Dagger: A small dagger made of iron with small cuts on its blade. While a bit dull, still has enough sharpness left in it to cut a organic creature with. Dalton uses this if he has to deal with enemies in close combat.

Armor:
Rugged Leather Cape: A dark green, leather cape carved from various animal skins that mostly covers his body. Underneath that cape is his normal clothing, usually black pants, a dark green vest and white shirt

Miscellaneous:
Mother's Pendent: A pendent given by his mother as a remembrance to them if he ever felt lonely
6 Mana crystals: Small crystals than can be crushed by the user to recover a little bit of their mana. can only be used once per 30 minutes or the user experiences dehydration from their body.
Water Canteen
Dalton's Diary: Used to jolt down notes and observations about his life and nature.
Feather and Blank Ink: Used to write in his diary.
School Book: A book that teaches the user how to control a certain school of magic

Skills:

Enhanced Agility:
Spending time practicing on his movements and reaction time on his journey, Dalton can move more quickly and dodge upcoming attacks more swiftly, even wearing a cape.

Observant:
Spending too much time studying nature has given Dalton an eye for even the smallest things, allowing him to notice some details most people wouldn't notice a lot of the times.

Adapt Magic User

Dalton is skilled at using magic thanks to training on it for a few years, but even then, he's only scratched the surface of magic and his limits. He can cast up to 5 or 6 adapt spells before running out of magic.

Bilingual

Dalton has learned how to speak two language. The usual common language most people use, and the language of the first mages, taught by his mother while learning magic from her. The language of the first mages has many uses in the past and would be used for certain things, such as opening doors with a password or certain spells requiring a certain phrase spoken in that language.

Magic:

School of Magic

As a mage, Dalton has been taught different types of schools from his mother growing up. The schools he has learned are as the following.

School of Fire:

Dalton learned this school last from his mother before leaving on a journey. While he uses this school mostly for combat, he can manipulate and use it for utility things like a lighting in a dark dungeon, making a campfire, or needing to warm up in cold climates.

Name of Spells used for combat:

Firebolt: Fires a ball made of fire at the target. Can be charged up in exchange for more mana
Flamethrower: Blasts a line of fire at the target. Can be channeled in exchange for more mana
Fire Pillar: Summons a pillar of fire at a location, burning anyone in it for as long as the pillar is channeled.

School of Water

Dalton learned this form of school from his mother, Dalton can manipulate the water around him and create a magic version of water from his staff. He can also temporary freeze water for a short amount of time. Thus allowing him to make ice bridges or control the flow of a river if he so wishes.

Name of Spells used for combat:

Ice Shards: Turns a small amount of water into a a few shard made of ice and shoots it at the target, stabbing them if hit.
Water Whip: Creates a large whip made of water formed from the top of the staff and swings at a target to damage or trip them.
Healing Water: Surrounds the target in a body of holy water, slowly healing any cuts and bruises as long as the target is


School of Earth

Dalton has the least experience of this school as he learned this while journeying around the Darklands. He can control the earth around him and can use it to make short bridges across gaps. Using this school does take up more mana than his other learned schools.

Name of Spells used for combat:

Earth Wall: raises up a wall from the ground to act as protection. Can use additional mana to create a longer wall to protect his allies.
Boulderfist: Creates a hand made of granite and curls it in a fist to fling at a target.


School of Wind

Dalton learned this school while learning from his mother. He can manipulate the wind around him, even if there ain't any blowing currently and use it for various thing, such as using the wind to float and move across platforms.

Name of Spells used for combat:

Air Cutter: Manifests a physical form of the wind and sends it to a target, slashing them.
Wind Blast: fire a powerful blast of air from his hand at the target, while it doesn't hurt the target on impact, it can knock them down or knock back any kind of weak projectile.
Whirlwind: Creates a small tornado at the target's location, sending them floating in the air, interrupting any kind of action they were doing. Costs quite a bit of Dalton's mana to maintain for more than a few seconds

School of Magic currently trying to learn:

School of Thunder

School of Necromancy

School of Chaos
 
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Name:
Otemo Longreach of the Apharsites.

Age:
27

Race:
Perditionary

Gender:
Male

Sexuality:
Straight

Class/occupation:
Mystic


Appearance:

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Height:
5’10”

Weight:
160 even

Eyes:
Incredibly pale gold, almost white.

Hair:
Black

Skin:
Pale, more than one would expect from his background.

History:

Otemo, like his father and his father before him, was born a Perditionary1​. As such, his ability to draw the resources from other humans was latent and made him both widely feared, respected and hated by an assortment of people. Otemo was born in the Apharsite tribe located within the Ostwyll2​ state of Yeddirn3​.

The Apharsites used to be “Farseers” since they were a tribe founded solely by Perditonaries after the Pendetary Wars4​ in Yeddirn. They were called Farseers by the other tribes, due to their eye color always making it seem like they were looking past one and somewhere far away. However the name gradually took on more linguistics and morphed with the culture of the Ostwylls over the centuries to go from Farseers to Farsights to Afarsights to Afarsites and finally into Apharsites.

The Apharsites were known for being more nomadic than the other tribes were, and as a result, were more involved in breeding the famous “Vident” species of horse that is covetted by Ostwylls and many others abroad. They are a horse bred for desert riding as they need little food and water, and their odd inward tipped ears makes them able to pick up possible threats even before the rider has.

An odd quirk of the Apharsites is their use of traditional mystic practices. Many of the Perditionaries, when they first created the Apharsite tribe, brought many military and survivalist practices with them. As time went on and centuries passed, those military practices gradually were warped and became the mystic practices the Apharsite tribe uses. The result is that many of the Apharsite traditions and rituals look superstitious and magical on the outside, but actually have real practical uses at it’s roots. For example, some of the “magic” tonics and herbs that the Apharsites use actually do have real medical properties as anti-bacterials and vaccines. Though, the Apharsites have long since forgotten why or how.

As a child, Otemo was rambunctious and foolish. Often his favorite prank at childhood was to purposefully try and cause stampedes with the horses so that he could feel the ground rumble beneath him. He also lacked real skills in horseback riding, and would frequently fall off the mount. These two things combined, as he grew older, almost got him expelled from the tribe. However he had one saving grace and that was he was a child prodigy in the use of bows and spears. The two primary weapons used by Apharsite warriors. As a result they kept him, and he taught them techniques of the lance and bow as they taught him how to ride properly in his adolescence.

In the Apharsite tribe a last name is not familial but earned, and this is how he learned his. His skill with the bow and spear was so great that it was said that there was nothing that was outside his reach. Hence, “Longreach”

As he grew older, he gradually became self controlled and calm. He still remained fun loving and warm at heart, but was no longer foolish and childish like he once was. At a very young age, 20, he fell in love with a woman named Qlowver and married her despite his family’s incredible disapproval. Qlowver is not her real name however, but rather the Ostwyll spelling of the name Clover. Clover was an outlander who sailed to and snuck into Yeddirn to escape religious persecution within the main continents of the world. However, she landed in the worst place for an outlander to land: Ostwyll. Within a week after landing, the tribe of Apharsite captured her and enslaved5​ her as a stablehand for their horses.

It was here that Otemo took an interest to Clover when he was 18, mainly in the strange language she was speaking. Common, after all, isn’t the language of the Yeddirn continent6​. Otemo agreed to help her learn horseback and his language as long as Clover taught him how to speak common. Clover had planned to use this knowledge of horseback riding to steal a horse from the Apharsites and escape in the night, but within a year or so the two fell in love and Otemo eventually asked for her hand in marriage. Otemo even had to buy her as a slave and release her, since his family refused to release her themselves to facilitate the marriage.

The two lived happily and when Otemo was 22, he fathered a child. Clover called her Ruby, while Otemo called her Ruebee and would lovingly nickname her “little bee” into her childhood.

However, the people of Yeddirn have a deep belief in fate, and fate was not kind to Otemo. Some years later, when he was 26, disaster came to his family. In a sandstorm Otemo’s horse had gotten separated from the horse of his wife and child. Otemo was lost to the desert, and almost died, if it weren’t for another lost soul. As Otemo slowly began to die of thirst within one of Yeddirn’s massive salt fields, a stray little girl approached his dying form with curiosity. As she grew close Otemo used his Perditionary ability to drain the small girl of enough nutrients and energy to bring himself back from the brink of death.

He could have left the girl in the desert to die, but felt a pang of guilt. He owed his life to her and the girl reminded him of his own daughter. Thus he instead carried the girl out of the desert, and the two stumbled back into the Apharsite tribe. Once both he and the girl were nursed back to health, he learned that the girl was a Code Bearer from the Feather of the East7​ and that neither his wife or his daughter ever returned from the storm. Heartbroken and believing his family to be dead, he fled Yeddirn with the girl in search of a new life in the mainland where he now finds himself.

Personality Traits

Likes:
  • Helping those who deserve it
  • Azissi
  • Spices, of all kinds
  • Horseback riding and horses in general
Dislikes/Fears:
  • Using his Perditionary ability
  • Water, cannot swim
  • “Dying weakly”8​
  • Kedweni9​
Goals:
  • Getting through the bereavement of his lost family
  • Finding Azissi a safe place to live
  • To possibly return to Yeddirn
  • Finding a way to remove/hide his Perditionary status
Motivations:
  • Azissi’s safety and wellbeing
  • Lowkey desires fame
Weapons:

The Iconoclast
- A spear forged by the Apharsite clan and gifted to Otemo just before he left his home. It is crafted from condensed petrified charcoal collected in deeper dunes of the Yeddirn desert, along with metal collected from the remains of Pendetary soldiers. The spear is magically endowed with mystic enchantment. See below in the magic section.

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An Apharsite Bow - A bow crafted by the Apharsite tribe of Yeddirn, the bow has a crude series of lenses near the hand grip. In classic Apharsite fashion, the lenses serve both a spiritual and utilitarian purpose. The Apharsites BELIEVE that the lenses are magically endowed and allow the shooter to sense the moral character of a man/woman before they let the arrows fly. So they can know who is evil and who is good.

In ACTUALITY, the lenses serve as a crude “scope” to allow for long range shooting.

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Armor:

Nothing, Otemo wears what you see in the picture. Basic black clothing, wrappings around his arms and hands and a small belt to hang his gourd of sand. It doesn’t protect him from heavy blows but allows him to stay incredibly mobile in combat.

Miscellaneous:

A gourd of black-sand from Broken Hollow10​

A scrap of blue and yellow cloth, the last surviving fragment of Clover's dress and the only clue he has to her whereabouts.

Several colonies of bacteria kept in vials, which he occasionally uses to drain raw energy/nutrients from using Perdition.

A horse, a Vident he jokingly calls “Taz”, which is Yeddirn for the white color of a saltflat, because of his odd facial coloration that distinguished it as the “black sheep” in the Apharsite herd.

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Skills:

  • Survivalism - Otemo grew up in the brutal deserts of the Yeddirn continent. As a result, he’s very good at finding all sorts of natural features such as sources of water and food.
  • Navigation - It is said that a true Apharsite is never lost, and the same is true for Otemo. A natural sense of navigation and orientation means he almost always knows where he is and where he’s heading, as long as he isn’t somewhere other than the physical world.
  • Multilingual - Speaks common and Yeddan, making him an incredibly valuable asset as translator should one find themselves in the continent of Yeddirn.
  • Bowmanship - Is skilled with the use of bows, especially on horseback. Bows may not be as fast or as quick to fire as a crossbow, but a good longbow in the hands of Otemo is something that cannot miss.
  • Spearman - He’s skilled in the use of polearms such as spears, naganitas, halberds, etc. Polearms are his primary weapon, while bows are what he uses as a secondary resort in case he can’t reach or catch a target.
  • Cultural Knowledge - Along with the help of his childlike companion, Azissi, Otemo can virtually navigate most cultural environments with relative ease.

Magic:

Perdition:
As a Perditionary, Otemo has the ability to remotely drain the nutrients and energy of another living thing. This can either be a slow and incomplete process which leaves the target alive for use later, or can we weaponized as a quick process that usually leaves the target a dessicated pile of bones and skin. The target has to be visible, within 10 feet, and even at it’s fastest the process takes upwards of 30 seconds to kill a target depending on how much energy/nutrients they have in their bodies. This process is considered a war crime in Yeddirn, and is punishable by death.

Rite of Walkers: Apharsites have a mystic ritual that involves the cutting of the bottom of their feet. As they walk, they leave a path of bloody footprints behind them for miles. This acts as a “breadcrumb trail” and allows the Apharsites to always find their way back home when abroad, and find each other through one another’s tracks. This doesn’t work on horseback, and the bloody tracks disappear within 100 feet of an enemy.

Broken Hollows: Dipping the tip of an arrow in his gourd of black sand, he can fire an arrow which causes a huge plume of toxic smoke roughly 15 meters in diameter that disorients foes and acts as a dull poison. The toxic cloud lasts for 30 seconds and can be dissipated by air-based attacks and spells.

Second Sense: A spell Otemo drafted himself when he was young, and is very hard to cast. Using almost all of his energy and 15 seconds to prepare, Otemo is granted a “precognitive” ability when notching his bow. Allowing him to essentially fire dozens of potential shots in his head before settling on the one that’s likely to hit his target. The effect is that this single shot always hits it’s exact mark with 99% accuracy. This can be especially brutal when combined with the Broken Hollows spelll.

A Mind Of It’s Own: The blade at the end of Otemo’s spear, Iconoclast, can detach and turn the spear into a bo staff. The blade hovers in the air and can fly towards, attack and stab enemies telepathically. It cannot go past 50 feet of Otemo without falling down to the ground and becoming inert.

Fuse: Otemo can take an object that has been split or shattered into two pieces and join them together again. He and the Apharsites learned this trick from an old traveller in Yeddirn who they saved, and in return taught them the magical ability to do so, saying that the spell was something from the ancient kingdom of Yeddirn where magic first arrived. Useful for in the rare instances his spear is broken or his gourd smashed.

Footnotes:
1​: Perditionaries were a race of mystics bred for war using magical alterations by the Penditaries of Yeddirn.
2​: The Malmuted Tribes of Ostwyll is one of the 7 inhabited states of Yeddirn.
3​: Yeddirn is a large island continent to the far east.
4​: Penditaries or the Pendetary Empire is the name ascribed an unknown foreign invader that came to the island and waged war against the native Kedweni Regency over 600 years ago. Rumors circulate that the darklands had something to do with it.
5​: Slavery is a wide held practice in Yeddirn due to a long history of native exploitation and foreign greed.
6​: The native language of Yeddirn is, as you can probably guess, Yeddan. The only kingdom in Yeddirn that is bilingual is Esterever Hills.
7​: Code Bearers were the direct response for Perditionaries during the war, and were bred from a young age in the Feather of the East (another Yeddirn state) to be able to speak the magical language of Code.
8​: There is a widespread fear in the Ostwyll tribes revolving around dying of hunger/thirst rather than battle. Not because it is a more noble way to die but because dying violently and suddenly is often the best death one can hope for in Yeddirn.
9​: The Kedweni Regency is the largest, most powerful and longest lasting state in the Yeddirn continent. They actively hunt Perditionaries like Otemo, since the Perditionaries were once used as weapons against them.
10​: Broken Hollow is a region directly above Esterever Hills, and was rendered heavily toxic by the immense desolation and destruction wrought there during the Pendetary wars. It is believed the “black sand” has a magical curse that poisons people who inhale it. In actuality, black sand is burned lead that was so finely grained that it looks and feels like sand. Thus, it is toxic to inhale.
 
Name:
Azissi

Age:
Roughly 10-12, though it’s hard to say for sure.

Race:
Human

Gender:
Female

Sexuality:
no

Class/occupation:
Code Bearer

Appearance:
177471

Eyes:

Brown

Hair:
Brown

History:

Azissi was born in Yeddirn. Much of her younger childhood is unknown, but from what she can remember, she was born and raised for a time as a Code Bearer1​ in the Feather of the East. After a while her only parent, her mother, was sent to the Ostwylls in a mission. Though Azissi never found out, her mother was caught and killed by another Ostwyll tribe, and never returned home.

Azissi knew she didn’t want to be raised as a street urchin in the Eastern Feather, so when her mother didn’t return home, Azissi naively came to the belief that she would just simply go and retrieve her mother from the Ostwylls. Alone, the small child set out into the Ostwyll deserts to find her mother.

Instead, she found Otemo. As she approached Otemo, passed out in the middle of a salt flat, Otemo surprised her and managed to use his Perditionary ability to draw out the energy and nutrients from her body. Azissi passed out a few moments later, but when she awoke, she was being fed and cared for in the Apharsite tribe.

She learned that Otemo had brought her back to his tribe’s camp, and that both Otemo’s wife and own daughter had passed away. Otemo and Azissi, both being lost souls in similar horrible situations, agreed to stick together and Otemo would take care of Azissi until they could find her mother. Otemo soon realized that her mother was likely dead like his own family, but didn’t have the heart to tell Azissi.

Azissi and Otemo searched Ostwyll for a while, but realized that she was not there. Otemo’s conclusion that she was dead was far from the conclusion that Azissi came to. Azissi figured that must have meant her mother was no longer in Yeddirn, and pleaded with Otemo to take her to the mainland. Figuring Otemo no longer had anything to look forward to in Yeddirn, and that Azissi was now his only real concern, Otemo agreed to take her to the mainland and search for Azissi’s mother. Knowing in his heart the sad reality that her mother was likely dead.

Personality Traits
Likes:
  • Candy
  • Playing/pretending
  • Otemo
  • Pranks
Dislikes/Fears:
  • Violence/killing
  • The dark
  • Insects
  • Authority of all kinds
Goals:
  • To find her mother
  • To keep Otemo safe!
Motivations:
  • Otemo
  • Candy
  • Toys
Weapons:

None, Otemo does NOT allow Azissi to carry around anything sharp. For both his and her own sake.

Armor:

None, she’s a child. What kind of child has armor?!

Miscellaneous:

Toy bow - In the long naval trip sailing from Yeddirn to the mainland, Otemo made Azissi a small toy bow. It’s completely harmless but Azissi likes to think otherwise

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Skills:
  • Distraction! - In the right situations, Azissi is great at distracting guards or certain kinds of non-threatening enemies to allow Otemo to do something without being noticed.
  • Playing - Azissi likes to play, and is good when people want to not be bored.
  • Hiding - Azissi is good at hiding, when times get rough or violent.

Magic:

Code:
As a Code Bearer, Azissi speaks the magical language of Code, developed in Yeddirn. When Azissi speaks Code to someone, only herself and the person she is speaking to can understand the language. The person she is speaking to magically understands the language, despite never being taught it, and instantly forgets the language when she is no longer speaking. This is very useful as it means Azissi can speak to anyone despite any language barrier, and it also means Azissi can speak to someone without anyone else overhearing and knowing what she has said.

Footnotes:
1​: Code Bearers were the Kedweni response to Perditionaries during the Pendetary Wars: An elite class of spy and soldiers that could speak the magical language of Code.
 
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