Formatting Workshop

Rainjay

The Queen Jay
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per week
  2. One post per week
  3. Slow As Molasses
Online Availability
3-10 PM EST
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Transgender
  4. Primarily Prefer Female
Genres
Fantasy, science fiction, dystopian, post-apocalyptic, apocalyptic, modern, high fantasy, fandom (post- or pre-canon)
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Tamer Basics

Name: Sairantha Rinien
Age: 22
Gender: Female
Hometown: Dawn City

Tamer Appearance

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Understandably, her armor would have better coverage than shown above.

Height - She stands around 5'6" (1.6 meters)
Weight - Her weight is leaning towards the lighter side, though is still healthy. Most of her mass is muscle and thus she is quite lean.
Eyes - Her eyes are hazel in color.
Hair - Her hair is a bright red, usually kept loose, reaching down to around her mid back.
Complexion - She has light, fair skin with a smattering of freckles around her cheekbones.
Distinguishing marks - She has several scars (one on her back, stretching from her right shoulder down her spine in a jagged line; one along her left thigh, to her knee; a small pink line along her right forearm; one just behind her hair line, above her right eye, hidden by her hair). She wears a small chain around her neck with a clear crystal attached to it.
Clothing - She prefers to dress in loose clothing with light colors for movement. She detests formal wear.

Tamer Personality

Curious/Analytical

Sairantha is hardly intuitive. Instead, she relies on facts and details, refusing to accept "I think" when she can have "I know" instead. Her brain is like a sponge that is never full, sopping up as much information as possible at all times. She'll question anything she cannot comprehend and will not cease her questions until she feels she has a rounded out understanding of the topic. Saira is a person that always needs to know why, instead of just how. For her, there is always going to be a proper explanation for everything. Sometimes she makes up meaning where there is none, simply to fulfill this need.


Ambitious/Enthusiastic

Most people prefer to set realistic goals. Saira prefers to set her sights on things that go far above what is considered 'realistic'. It's not ideal to lower your ambitions simply because your objective is impossible. Instead, make it possible. Her enthusiasm shows her younger, less controlled side, where she hasn't experienced enough to lose her imagination and dreams. She eagerly accepts new challenges and meets them with an unrestrained persistence.


Tenacious/Dedicated

Once she sets her eye on a goal, or makes a promise, Saira will do anything to uphold her word, whether it means fighting through exhaustion on a battle field, or always being there for a friend. She works hard and is reliable.


Resourceful/Astute

Sairantha was taught at a young age to keep her mind open and to carefully observe the world around her. Her father used to tell her, "If you listen carefully, you can hear the earth sing." It was her father who taught her to make a fire out of backpack and pocket lint, and to make rudimentary weapons from twigs and rocks. She also learned to scrutinize people and conditions quickly, and to formulate opinions and responses just as quick, particularly in battle.


Adaptive/Flexible

Saira can usually work with what is thrown at her. Change doesn't bother her strongly, and she never takes anything for granted. She almost expects change, and a lot of it, keeping herself on her toes. She exhausts herself this way, always being in anticipation for danger that will never come.


Compassionate/Benevolent

Saira simply cannot be a ruthless warrior because she will always have that itch called mercy. She has a treacherous weak spot when it comes to killing, and will refuse to kill or maim if she has even the slightest inkling that that person may be innocent. A person that is forced to fight is a person that doesn't deserve to die, no matter how many lives they've claimed, and no matter how many lives they'll continue to claim if let go. She also feels strongly for the pains of others, and wants to help, even if she doesn't go about it the right way. She is considerably emotion-driven.


Independent/Wary

Sairantha has difficulty with accepting and trusting new people into her personal affairs, and as such, generally prefers to work on her own. She will begrudgingly accompany others as a team, and will cooperate, but will be incredibly cautious and wary of people she doesn't know. While she eventually will come to terms with strangers, she sometimes already has come off as hostile and unfriendly, making it difficult to begin new relationships. Once someone has gained her trust, however, she is an incredibly loyal and reliable friend. She is a rather anxious individual because of her mistrust.

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Tamer History

The Rinien family has lived in Dawn City for countless generations. Saira's great, great, great grandparents built the rustic house that her family still lives in. That house is old and worn, now, covered in a patchwork of wood and paint from years of quick repairs. Inside are four bedrooms with a large living space, occupied by her near family: father, mother, siblings, and her uncle. Behind the house is a large area for crop, and a stable large enough to occupy two horses.


Adanion, her father, inherited the home when his father died during a hunt with a collection of men from the City. The death was sudden, and strange; there was no body to show for it, no dead bear, and no blood. His father had been involved with a shady group of people in town, people who identified themselves as traders, but were, as Adanion found out later, smugglers and traders of illegal goods, as well as mercenaries for hire. While he had no evidence for his suspicions, he believed that men from this group killed his father for his debts--his father was an obsessive gambler, to the point where the house was actually lost on a bet. Adanion's father never made good on the deal.

Letting go

Despite his desire to seek his father's supposed killers, Maerwen, a close friend from his youth, convinced him not to. She admitted that she loved him and didn't want him to die. He reluctantly gave up his need for revenge, and married her two months later. Maerwen moved into the family home soon after, adopting a job as a seamstress for those in the City who could pay. She was well known for her great skill and dedication to her work, and made quite a bit of money. Adanion, however, barely worked, only tending the garden and handling his horse. Just before the birth of his first son, Meldiron, Maeren insisted he 'get off his arse' and find work. He began to hunt.

Meldiron was born that fall, and nearly exactly seven summers later, Sairantha was born. She and Mel were primarily raised by Adanion, as Maerwen was busy producing the majority of the family's income. Adanion would take the children out into the woods, teaching them to climb trees and swim in the rapids, and later, how to track animals and eventually how to hunt. He brought them alongside his hunting trips, letting the kids carry gear and help him collect hides and game. He made wooden swords for the two children, first training Mel in swordplay and archery, and then once Saira was four years of age, allowing her to join in the lessons.


Growing up

Her father crafted a miniature bow and sword for her to play with, but she took the weapons, particularly the bow, quickly. She would often mock fight with her brother, or race down the streets after the other children. At the age of eight her father began to treat her interest more seriously, providing her with stronger weapons and real arrows and blades. She had a keen eye and was able to hit a bullseye from across the field behind their house, and was adequate in using her wooden sword.

She met her closest friend, Raya, by running directly into her whilst playing in the streets and knocking the smaller girl to the ground. Raya was upset--mostly about dirtying her dress--and turned her cheek to Saira, who offered her a piece of smashed pastry from her pocket. Raya forgave her, and the two soon became friends. They played in the nearby meadows and made up games where Raya was a princess and Saira her personal guard, making flower crowns from daisies and staying out until dusk. The two developed a secret code, and left notes for each other in a number of spots in the city, often in tree hollows or under rocks.


Old grudges

Saira's uncle, Nestaron, was a figure she'd seen little of in her life. His arrival at their home was shocking; and he bore bad news. At the time Sairantha was too young to really understand what her parents spoke of. It wasn't until later that she learned of her grandfather, his debt and death, and how her uncle had never let go. Nestaron had spent the last nine years searching and investigating his father's death and had tracked down the killers--and was determined to get wide scale revenge. At first, Adanion refused his brother, sending him away from the home. Eventually though, he caved, his need for vengeance renewed. Nestaron was invited back to the home where he lived with the family while he and Adanion planned their course of action.

Saira and Mel's training continued. That winter, Alya, the youngest Rinien child, was born. Unlike her elder siblings, Alya was raised primarily by Maerwen, and grew up to be very different than her brother and sister. She rarely saw Saira and Mel, who were occupied with training and practice. Once Saira reached the point where she could learn no more from her father and uncle, she sought the help of others, practicing with other local huntsmen and women. Her brother continued to help her hone her skills with swordplay, although she was never as good with blades as she was with her bow.

She overheard her father and uncle talking in the stables one afternoon--she ended up eavesdropping on the conversation. She overheard them discussing that they were going to be "visiting" somebody in the woods, and decided to follow them. Bow in hand, she stealthily crept after her idols as they traveled. Within an hour, they arrived at a small cottage in a clearing, in the middle of nowhere.

Her father knocked on the door calmly, her uncle unsheathing a sword. A large man opened the door, peering out at the two intruders before his lips melded into a grin. He welcomed them like they were old friends, but her father quickly sprung into action, pinning the stranger against the wall of his own home. A fight soon ensued. The result was disastrous; her uncle was knocked down, unconscious, and her father was pressed onto the ground, his own sword poised over his chest. Sairantha couldn't just stand there, watching. She took action, loading her bow and shooting the stranger. Her arrow pierced his neck, and when his focus was diverted towards Saira, her father leaped to his feet and stabbed him in the heart.

Her father told her the truth as they traveled back home; that he was hunting down his fathers killers, and that that man was one of them. She felt betrayed by her father, who she always thought was the ideal, perfect parent. She began to avoid him, although she didn't tell her siblings or mother what had happened. She did confide in Raya, who suggested she talk to her uncle and father, rather than allow the events to fester into hatred in her mind. Saira agreed, and Raya said that she would go with her, for friendly support. Saira planned to do it in two days time, when she knew her father would be at home, tending the field.

Two days afterwards, a group of men attacked the house. Her father and uncle attempted to hold them off while Meldiron and Sairantha attempted to help Alya, Maerwen, and Raya from the house. Her father and uncle were fighting a losing battle, and Saira impulsively decided to join the fight. Still young, she was quickly overpowered and pushed to the ground, a nasty wound on her back. Her brother, noting her absence, came to her rescue, killing his sisters assailant. Shortly afterwards though, the group of intruders fled, taking Adanion with them. Nestaron failed to track them down.


Aftermath

Afterwards, her mother fell into a depression jag shortly after, becoming heavily detached from her family and the world. She firmly believed her husband was dead, even though Nestaron firmly believed otherwise.

Sairantha continued to train, mostly with the help of her uncle and two local instructors. When she was eighteen, Raya was brutally assaulted and murdered by two men from a nearby settlement; Sairantha took it upon herself to seek revenge, not unlike her father, and killed the both of them after tracking them down individually and breaking into their homes. The first man she stabbed in his sleep, and the second she killed when she found him hunting in the forest.

She met Merrik Tetra while traveling with her brother to another city, seeking the instruction of a well known archer. For awhile, they traveled alongside each other (on the insistence of her brother), and got to know one another. Initially apprehensive, she took to what he said about dragons and tamers with a grain of salt. However, his words planted a fantastical image in her mind. She asked him if he had a dragon, and he said he did, summoning his dragon to prove it. She found herself in total awe as he asked if she would like to join the tamers on their quest, and hurriedly agreed. It would be her chance to do something with her life, and maybe repair her family name.


With the Order

Joining the Order was a leap for Saira. After the bonding ceremony, she wanted so badly to bail and return to her old life; but she couldn't break that promise, that bond. Aerarya soon became her best friend, one of the few she could completely trust in her new home. She grew to like the Meadow well enough, and took to the rigorous training with vigor, particularly at the monastery, where she took the chance to learn something to heart, learning a little bit about the Order's history, and developing new techniques for her swordplay and archery both. She began to open up some time into training, going on an exhilarating hunt with Merrik after a giant boar, and meeting the great Mare of the Woods. While she's yet to make a name for herself among the people, she's beginning to build her confidence.

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Tamer Relationships

Adanion Rinien//Father//54//MIA
Sairantha was always her father's favorite, and she held an adoration for him so strong that made them inseparable, a relationship even closer than Adanion's with his wife. Since she was young she was stuck to his side like glue, nearly worshiping his every move. She simply thought he was a god born in a mortal body. He taught her nearly everything she knows, and became her inspiration. However, since discovering his sketchy history, her relationship with him has been fragmented, her love for her father dissipated with skepticism and betrayal.


Maerwen Rinien-Alluth//Mother//52
Originally, Saira and her siblings held an average relationship with their mother. She would cook breakfast and they would give her a peck on the cheek before leaving to go about their day, and would cherish her devotion to the family in the usual way. However, after Adanion's disappearance, and her deterioration, Sairantha grew distanced from her mother, hating her for her weakness and lack of strength.

Nestaron "Fleetfoot" Rinien//Uncle//49
Saira was nearly as close to her uncle as she was to her father as a youth, and still remains so. Despite learning of her uncles associations with her father's wrongdoings, she still treats him the same and looks up to him as a second idol. She can tell her uncle anything and knows he'll listen intently, without judging.

Meldiron Rinien-Alluth//Elder Brother//29
Sairantha and Meldiron always held a playful, loose relationship with each other. As children, they practiced on each other, sparring often in the yard for fun. He often picked on his younger sister, originally causing her to dislike her brother, but as they grew older and more mature, they gained a liking for each other not too different than between friends.

Alya Rinien//Younger Sister//14
Sairantha never bonded quite as much with her younger sister as she did with her brother, but still holds affection for her. Even though she is a teenager, Saira still treats her like a baby that needs to be coddled, although she does it out of love and not of spite.

Raya Glandeur//Close Friend//22//Deceased
Raya was her close childhood friend and understandably held a special place in Saira's heart. Raya was like a sister to her, always there for her to talk to and understanding. When she wasn't with her father, she was usually always with Raya. When her friend died, she was torn to pieces, falling into a jag of depression and disbelief. Sometimes, she still will 'talk' to Raya inside her mind, missing her friend's presence and advice.


Tamer Strengths

Keen
Saira has a sharp eye and acute senses, allowing for her to track people and animals and shoot with great accuracy. She can see her target from great distances away and is attuned to the wind- she can feel which direction it is moving in and accurately can decipher how far it will blow her arrows off course. She can pick up on slight body language and the most sparse of details.

Archer
Since she was young she has been studying the art of using bows in combat as well as when hunting. She has a great amount of raw skill with her bow and some with throwing knives. While she isn't an expert and has plenty to learn and space to grow, she is still an astounding bow-woman.

Quick Learner
Saira picks up new skills quickly.


Thinks Before Acting
Sairantha often will thoroughly think things through before acting. She's quite the opposite of impulsive.

Agile
Sairantha can move quickly through nearly any obstruction and can easily avoid attacks and traps. She has a fast reaction time.

Tamer Weaknesses


Untrusting
Saira hardly trusts anybody, apart from those whom which she is close to. It takes a long time to gain even a smidgen of her trust.

Lack of Experience
Saira has been living in a relatively sheltered life, compared to most warriors and adventurers in the world. She has only had a handful of real-life combat experiences, often accompanied by others. She also is not in any way an expert on anything, leaving her without a specialization.


Compassion
Arguably a strength and a weakness, Saira has a great deal of compassion. She works well with humans (that she can trust, anyways) and can empathize easily, but in the thick of battle, her compassion works against her. She detests killing and inflicting pain on others. Her morality sometimes gets the best of her.
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Weak
Saira can usually hold her own, but while she is relatively strong, she wouldn't be able to wrestle off a 200 pound man for her life unless she pulled something clever (luck is not a good thing to rely on).

Young
Apart from being inexperienced, Saira is also still very young at heart; she has trouble seeing limits, both personal and otherwise, frequently gets lost in her daydreams and fantasies, and is a bit of an idealist.

Tamer Abilities/Skills


Archery
Saira is incredibly skilled at using a bow and arrows, and can also use throwing knives and a variety of other ranged weaponry.
Swordsmanship
While she is not the greatest at using a sword, Saira can defend herself from close quarters with an average sword. She can also fight with daggers and knives.
Stealth
Being primarily an archer, Saira relies on being able to stay hidden from her enemy. She is near silent on her feet, and is adept at making herself undetectable.
Survival
She has retained basic survival skills- she can patch up a wound, find food, water, build a shelter, etc.
Agile
Sairantha can move quickly through nearly any obstruction and can easily avoid most attacks and traps.


Bonded Ability

Mist
Similar to her dragon's power of fog, Saira can summon a loose cloud of mist in the area around her. It lasts briefly (2-3 minutes at best), and has a radius of roughly 5-10 feet. Works best under proper weather conditions.

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Dragon Basics


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Dragon Name: Aerarya
Dragon Gender: Female
Dragon Species: Atmosphere dragon (Silver dragon)

Species Description:
The silver dragon is a long, sleek, and muscular creature of the skies. With near black eyes and a glistening sliver body with massive pearly wings, they were once seen skittering through the skies, dipping in and out of the cloud line. They feel at home in extremely high altitudes and have what seems to be everlasting flight endurance. The ancients called them Chinooks for they would breath their warm air down the mountain sides as they soars over the peaks; a gift to the farmers when a cold snap threatened their crops.



They are graceful and elegant beings with a love for humans specifically. They once played with the cloud formations trying to maintain helpful weather for the citizens of the lands. These dragons have gentle souls and see their tamers as their most revered companion. There is nothing a silver dragon wouldn't do for its human and through their unwavering loyalty and compassion they form bonds so strong that their humans too would do anything for them. Their fire is silver.

Species Abilities:
Fog: These snakelike creatures have an instinct from their ancestors to use the temperature fluctuation in their breath to slightly alter weather conditions; they can summon a layer of fog to surround themselves.

Sky Dive: Because of their genetically abnormal lungs they can soar the even the highest of altitudes and come shooting down out of the sky like a falling star. This may seem like a strange ability but there is no other dragon capable of a lightning quick ambush from the skies in the blink of an eye.

Twister: Due to the large area their wings hold silver dragons can soar long distances with fewer wing beats, giving them their long distance abilities. But these large wings have another unique use; they can whip up small twisted on the ground; by combining their hot and cool breath with a current of air from their wing beats they have been know to stir up twisters around 100 ft tall.





Dragon Personality

Dignified (but still playful)
Aerarya likes to act rather posh and elegant, even though she's playful and a little childish. She takes after some of the other dragons in this respect, playing 'monkey see, monkey do'. She picks and chooses her company carefully, and holds herself under high self-regard.

Loyal/Defensive
Aerarya is about as loyal as you can get. She'd follow her tamer to the moon and back. She is incredibly protective and would sacrifice herself in a heartbeat to save her human's life.

Compassionate/Empathetic
Aerarya detests violence. She has a strong belief that life should be spared by any means necessary, and that even people with the most corrupted of minds can be fixed. She can easily sympathize with anybody.

Curious
Aerarya has an intense need to know everything about anything. Often times, her curiosity can distract her from the task at hand.

Dragon Strengths

Swift
Being an atmosphere dragon, Aerarya is as fast as can be. She can dart in and out of the cloud line at breakneck speed and could probably give several dragons a run for their money.

Sharp Talons
Aerarya's talons are rather sharp.

Energetic
Aerarya is literally bursting with energy. She could go for hours without tiring, however at the end of her frequent high, she crashes and falls dead asleep.

Dragon Weaknesses

Skittish
Aerarya is frightened by many things, including, but not limited to spiders, water, dogs/wolfs, enclosed spaces, and darkness.

Klutz
Silver dragons are used to having the freedom of the sky to maneuver and fly. In a tight or dense area, Aerarya will have difficulty spreading her wings and getting into the air, not to mention flying. She'll trip over nearly anything and everything, sometimes injuring herself in the process. Once she's moving, though, she's usually alright.

Revenge
Her intense defensive nature doesn't stop at sacrificing herself; Aerarya also relentlessly seeks revenge on those who hurt the humans she cares about, be it her tamer or otherwise.






 
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Shanta Royse

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Illyria Rowena Renthir | 26 | Arinar

| APPEARANCE |


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She has a figure that stands out, notably with vitilligo skin and long, thick hair of a deep brown shade. Her eyes are of the same color. She dresses freely and often ornamented, and stands quite tall.

| PERSONALITY |

Candid || Forthright
It's not my fault the truth hurts

There is nothing more valuable to this woman than knowledge--coupled with honesty. Ria is brutally honest and expects the same from others, whether it's in the form of constructive criticism or spilling secrets. She strongly believes that it's for everybody's best interest to keep things open and in the air. This isn't to say she's insensitive. She does, however, occasionally speak too brashly. An insult isn't an insult if it's the truth.

Audacious || Daring
Bring it

Good thing for Ria, she's willing to change her ways. Despite living comfortably without a need unanswered, and her every want filled, she was never quite happy. There was a lack of adventure and excitement in her life that she could only find in reading about the lives of others. Even when she was younger she took little steps to protest the rule of her parents; adventuring off into the city alone, abandoning traditional dinners, dressing however she pleased. Though still well mannered and taught, she's refused to mold completely to her parent's hands. She knows she's ill suited for the path she's chosen, but she's willing to take on the challenge.

Straightforward || Pragmatic
My siblings stole my high horse

Unlike others in her family Illyria never was fanciful of mind. She enjoys her wealth and her standard of living, but doesn't take it for granted. She understands perfectly well how blessed she is and the hard work it takes to maintain that. Since she was able to walk and read, her parents have treated her like an adult, and as a result Ria has grown quite responsible and down to earth. Rarely will she dodge around a topic of unease or try to prolong a confession. She does her best to speak plainly, concisely, and efficiently.

Amiable || Cordial
Who doesn't like having friends?

Living with her parents, Ria learned how to put on a face and play nice. Even towards those she dislikes, she will approach with a warm smile and kind words--in public, anyway. It's part of "being proper" as her mother told her. Other times, it's simply part of getting what one wants. Either way, she does mean it genuinely. She doesn't want to pick fights or cause trouble, and isn't a hotheaded individual. Outside of a world of fancy--away from her parents prying eyes--Ria is slightly less guarded, less welcoming. While she'll never give a rude greeting unwarranted, she's not afraid to speak her mind, even if that involves being impolite and "unwomanly".

Devoted || Zealous
Love what you do and do what you love

There are few things in this world that Ria says she loves, but she would do anything for those things (or, perhaps in rare cases, people). One morning she simply decided that her life was boring without something to pursue, and figured that putting her efforts into a hobby or study was a "trait of good character". Once committed, she will never deviate, though do not mistake this for loyalty, for her dedication to a goal does not match that to a person or ideal. She is more likely to find her own way of reaching her desired result than she is to follow those with whom she clashes with.

Indulgent | | Lavish
There's no shame in a little bit of luxury

Ria would be lying if she said she could live without soft pillows and china pots; and she never lies. She's too used to living in the lap of luxury to give it all up. While she's willing to make a change and put her best foot forward, she still misses her large home and shelter. Given the chance, she'll quickly take up any offer of a treat, be it as simple as a polished mirror or as complex as a grand meal. Ria is a woman who can tolerate dirt on her knees as long as there's a bath coming afterwards.

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| HISTORY |

Illyria would describe her backstory in a short, concise manner. That being, she was born the third of five children (she was born ten minutes before her twin sister, a fact she holds high above Eccaira's head), was doted on to no end, and despite it all decided she wanted more and left to pursue adventure. The major events of her past can be described almost as succinctly. It begins with events at the age of four, when she was afflicted with what was assumed to be a life-ending illness. The coffin was just about open and ready for her. However, she never died, and recovered after the greater part of a year had passed, with thanks to what Ria calls 'good blood'. She also would claim that it gave her a broader outlook on life, and spurred her future interest in academics and later on in life, her lust for adventure.

Besides from that one nasty childhood affair, her youth was largely uneventful. Most of that time of her life was spent between dusty bookshelves and seated with tutors, and not a word of complaint was heard. She truly enjoyed spending her time like that; thought there was nothing better. She lacked a strong social life or connection with other children of her age, the chronic migraines almost a sort of stigma. Although she never left the confines of her hometown, she was content with the world of books and the glimpse they offered her of the wonderful world outside her window.. for a time. And when she wasn't occupied with learning, Illyria and her siblings were constantly in fierce competition with one another over the affections and inheritance of their parents. Surely there was enough to share, but each child had been raised to be aggressive and ambitious in what they wanted--Rowena and Breanon Renthir, their parents, only perpetuated the clashing between the children.

As is the norm in the Renthir household, once Illyria and Eccaira were of age to wed, they were paired off with the suitors their parents deemed 'most fit' for their daughters. It was Illyria, of course, who was the first to complain. Galahad Ophion, a wealthy, charismatic man with deep pockets and a profitable trade, was to be her husband some day, a fact to which Illyria took immediate offense. It was at this point in her life that she began to desire something more than what she had in her easygoing home. If she married Galahad, she would have been little more than a trophy wife, expected to provide children and care for the house--and Ria wanted none of that. In fact, she already had her own plans in mind for her future, and it involved marrying a Mr. Cormac Halmar, a gentleman who once sought her hand in marriage but was rejected by none other than her parents themselves. Cormac was not nearly as wealthy or as successful as his counterpart, but that was all the more alluring.

It was Eccaira and Cormac who, after the twin's parents refused to break the marriage between Illyria and Galahad, helped her in destroying the to-be relationship. They dug up Galahad's troubled past, bringing to light the existence of his childhood lover and their child, as well as his cheating nature (he may have been successful in his career, but it was far from an honest living). Beyond that, they did everything in their power to make the poor man's life hell, stopping only when Rowena and Breanon called off the marriage. The three still recall the experience affectionately. Shortly after, Cormac and Illyria began a brief relationship of their own.

The two parted on a happy note; maybe someday, they could make things work, but at the time, Illyria had set her eye on the horizon. With no particular destination in mind, she was to set off on her own to explore the land.


| RELATIONSHIPS |

Parents
Rowena Cruz Renthir//Mother//47
Breanon Renthir//Father//56

Siblings
Eccaira Cruz Renthir//Twin sister//26
Corwin Breanon Renthir//Older brother//29
Hollis Renthir//Older brother//27
Aderyn Renthir//Younger sister//10

Relatives
Irene Cruz//Maternal grandmother//66

Friends
Cormac Halmar//Ex-suitor//29
Aneirin Halmar//Best friend//26

Enemies
Galahad Ophion//Ex-betrothed//deceased
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| STRENGTHS |

Well educated
Ria has spent most of her life in a classroom; be her teacher a tutor or a stack of books. She knows random tidbits of information along with well studied subjects, in particular, history, geography, and language. She has a mild obsession with the latter--language and linguistics--and could talk your ear off about phonetics, syntax, lexicography, and more.

Personable
Unless you've given her reason to dislike you, Illyria is warm and welcoming to just about everybody. While she's not always the chattiest person, and definitely isn't much of a party host, she doesn't mind talk or the company of strangers. She makes friends as easily as she can make enemies; which, thankfully, isn't frequent. She particularly enjoys rule breakers and the eccentric of the world, anyone who is just plain old different.

Healthy & Fit
Living large was no excuse for Illyria and her siblings to become lazy and inactive. It wasn't just about keeping up a good appearance. Spending all her time behind books and sitting at a desk in a dark room, it quickly became important to go out and do something. This took the form mostly of horseback riding, yoga, and in the warmer seasons, swimming.

Knowledge Mop
You introduce Illyria to a new concept or idea, and she will happily soak it up. This goes regardless of subject or topic. Even if she takes to it poorly, she'll still love to learn about it. This is perhaps the only thing that got her through the first weeks with the Order.

Stamina
Both of mind and body, Illyria has some decent stamina. She can keep up a solid run just as easily as she can spend hours at her desk, staring down at a book. She is still working, however, on translating this into combat stamina. Heavy armor is currently a no, as is heavy weapons and weights.

| WEAKNESSES |

Lacks combat skill
Try as she may, Ria is going to be behind the others in regards to combat capability for a long time coming. She has trained hard despite her initial misgivings but has yet to find her calling and instead of focusing on one area, has practiced briefly in several, leaving her a novice in all and skilled with none.

Honest
Sometimes honesty is more of a weakness than it is a strength. Illyria will never hide anything from another, whether it's a piece of gossip or otherwise. While she can be trusted with personal secrets, she won't conceal things that will affect other people, particularly in a negative light. Often times when stating her opinion or telling a hurtful piece of information Illyria can do more harm than good, her words coming off brashly or harshly despite her good intentions.

Somewhat material
Though not very vain, Ria is not a person who can entirely give up material possessions and pleasures. The allure of a hot bath at the end of each day, accompanied by a full stomach and a soft bed can win her over easily. While reasonable enough to not lug around useless items, she still manages to find a way to make the simplest things extravagant; a mirror decorated with metals and gems, a shirt with a gold thread trim, a delicate hair clip.

Migraines
Illyria comes from a family of miraculously good genes. But when she was about six years old, she contracted a life threatening illness (dundun). Though she recovered, she's been experiencing migraines ever since. She's been unable to find a medicine or method of managing these head-splitting headaches, and as a result, usually ends up hiding in her room with curtains drawn. They come every few weeks to every few months, if she's lucky. Usually she can feel them coming on a day or two before.

Dauntless
Illyria often mistakes the spirit of adventure for fearlessness. She takes most things as a challenge, sometimes even hypotheticals. No height, creature, or phobia will stop her. This, accompanied by her excessive honesty, often puts her in between a rock and a hard place; after the excitement wears away, she'll realize just how big of a mess she's gotten herself into. While not scared of heights or bugs or the dark, she does have deep, unshakable fears.


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| ABILITIES AND SKILLS |

Speaks five languages
- Knows five languages (reading, writing, & speaking), four fluently -
Animal person
- Enjoys spending time working with animals, particularly cats, dogs, horses, and birds -
Horseback riding
- Is experienced riding horseback; has even done some acrobatics while riding -
Adept swimmer
- Has good swimmers muscles and can hold her breath for quite a long time -

| BONDED ABILITY |

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Mirazh | Desert Dragon

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| DRAGON PERSONALITY |

Thrillseeker
Everyone has fun somehow

The only thing Mirazh loves more than his hoard (and perhaps his tamer) are thrills. Even better is treasure hunting coupled with thrills. The scariest of tasks are simply a new challenge! If it makes the heart race, then it's something to be enjoyed, not feared.

Laid Back
What's the fuss about?

It's kind of hard to stir Mirazh up. There are only a few things that manage to get him excited, and otherwise, he's very relaxed and mellow. Even conflict and trauma scarcely manage to shake him. When you can't forget, you've got to learn how to forgive.

Investigative || Must Know Everything
Secrets make great friends

This dragon could give Sherlock Holmes a run for his money--kind of. He's good at finding things, particularly when motivated with the promise of a reward. In fact, Mirazh would probably be content spending the rest of his life playing one big scavenger hunt. Little trinkets and items he finds of interest he keeps. His hoard might be small now, but someday he'll have a museum nested away at home. He's also quite nosy, and gets enjoyment out of digging into other people's personal lives. The juicier the dirt, the funner it is to know.​

| DRAGON STRENGTHS |

Big
Mirazh is a big, strong dragon; while definitely not the largest or toughest of the group, he's not a delicate flower. He's not exactly a fan of tight, cluttered spaces unless it's he's allowed to break things, or it's his personal pile-of-'junk'.

Big Paws, Balanced Center
While in an open environment, it's difficult for Mirazh to lose his footing. With broad paws and an expert tail, his center of balance is well maintained, and despite his size, he has little difficulty moving over any terrain. Unfortunately for him, this mostly only comes in handy in his natural, sandy habitat.

Well Planned
The ability to think before acting is a good one, almost as fundamental as the ability to breathe--so this dragon says. No matter what shenanigans he and his tamer get into, at least it was well thought out first.

| DRAGON WEAKNESSES |

Look, It's Shiny!
Mirazh isn't drawn to all things glittering and gold; he has his taste. But he is still a collector at heart. Whenever his next prize captures his interest, his attention to everything else lapses dramatically. Thankfully, his taste is incredibly specific and picky, and so these distractions appear few and far between.

Invasive
Usually, Mirazh is clever in his information espionage. Sometimes, though, he digs too deep. It's not that he never learned about the personal bubble--he just sometimes forgets about it. He absolutely loves secrets and gossip, and sometimes goes too far in his pursuit of the rumor mill.

Single Player
Apart from his tamer, Mirazh greatly prefers to work alone. Noise and chatter is irritating and derailing. His focus is better uninterrupted by those distractions.​
 
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Link to IC | Link to Interest Check | TL;DR

[insert title here]

Mesym is an ancient world, long fostered by magic and the careful hands of its protectors. Nymphs and dryads protected the forests and cultivated the land, their very spirits connected to the flora and fauna that lived on Mesym's soil. The elves that lived within those deep forests and snow-capped peaks harnessed the power of their homelands and sang spells of bounty and wellness that rang throughout the world. Hearty man built mighty civilizations, forts with towering walls and castles of great architecture, and produced many forms of art to accompany their creations in the image of the beautiful world they were graced. Most importantly was the harmony and peace that all races and species lived with, man and animal and nature working in tandem for the survival of all.

But as the years passed, man grew greedy. While the dryads and nymphs lived in the trees and rivers, and the elves lived in homes erected from discarded flora and natural structures, man continued to build their villages and towns. Eventually, they evolved into cities, with trade routes carved into the tamed dirt and gardens so massive in size they had become pure farmland. Stone blocked out the view of the sky. Nature was domesticated, its creatures bred as livestock. Mesym allowed this. But man still wanted. They plundered the earth for glittering gems and stole the craftsmanship of the elves, enslaving them as artisans and servants as they expanded their empires to cover most of Mesym's surface.

But man still did not have the favor of the gods, even though they have proved their superiority to the magically-gifted elfen people. Many turned to praying, the common man's substitute for magic, and begged the gods for answers. Eventually, they answered. In order to earn their favor, the gods said, man must do their bidding.

Man was willing. For the centuries that came, the people of the world became hyper-religious. Temples sprung up over night, the work of taxed elves and their magic. Services were held daily, and attendance was mandatory in most kingdoms. Under the worship of different deities, mankind split into several countries, and viciously conquered any yet to be seized land they encountered under the desire of the gods. The ultimate demand were the sacrifices, which came slowly at first, and then en masse. This was the tipping point of the Era of Ancients.

The world only was able to give so many lives to the invisible rulers of the world before they began to rebel. Over the centuries, many people, man and elf alike, began to see a new light--people told stories of a new world, and how they collectively could make it a reality. The great goddess Nane was the epicenter of these stories, and her prophecies began the War of the Gods. Together, man and elf marched into battle to fight the all powerful beings that they had allowed to command their lives for so long. The elves, though their magic was greatly diminished over the years of distance between them and Mesym, created a circle of mages strong enough to summon the gods to the land. Then, they would attack.

Quickly, the war went south. Petty magic and foot soldiers did little but irritate the gods. It was Nane's true gift that shifted the scales. Harnessing the essence of great spirits that roamed the lands, she helped seven young women construct the most powerful weapons ever known to man. It was with those blades that they marched to war, the Silver Strigines, and began to slay the gods one by one. With the souls they collected, they forged four more blades that were used to open the Rift into which the depths of which the gods were cast as they were felled. The mysterious women won the war for the people of Mesym.

Their presence, however, soon disappeared afterwards. They became little more than legend as thousands of years passed. The world had been ravaged by the war, and civilization had to begin anew.

Modern day Mesym has become a world of mostly peace. The elves, though still a repressed people, are no longer enslaved, and have their place in society. Those who are born with the ever-rare gift of magic are trained as mages and taught to work with the earth. They take their place among nature, working with crops and tending the forests and rivers. Four new kingdoms have formed since the end of the war, each in relative harmony with the other.

That is, until villages and even mighty cities began to disappear. They were quelled by an unseen force, simply destroyed in a matter of minutes as though crushed by an invisible hand. Natural disasters of never before seen strength ravaged the land, hurricanes and tsunamis wrecking the coast and behemoth tornadoes picking even the strongest of fortresses apart stone by stone. Trade routes collapsed, merchants afraid of their luck placing them in the wrong city at the wrong time. It was in this way that over half the world's Circles were vanquished, and the balance of everything was destroyed.

--

The art of the seer had long since vanished from Mesym. But you awake one night from a dream so vivid you couldn't believe it to be anything but real. In it, woman spoke to you, her voice achingly familiar and yet you could place no name. Atysus is rising, she said. The swords must reawaken.


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  • Welcome to Mesym! In this story, you will play one of the heroes of the world of Mesym, either as a wielder of one of eleven great swords created by the female warriors of the Silver Strigines, or as a companion tasked with accompanying the wielders and defending them along their journey. Atysus, the King of Gods, has awoken from his slumber and risen from the Rift and now intends to continue his destruction of the world, starting with the eleven chosen and their companions. The swords must be recovered from their resting places before they can be used to return Atysus to his grave, but you must hurry before he destroys the land once more.

    Your character can be of elfen or human origin, and may/may not be a mage. Companions may also be of dryad/nymph origin if there is popular interest (please PM me or message me here concerning that, as I haven't written up any information on those two races).
  • This section will cover both the Silver Strigines and their weapons, the Swords of Power.

    The Silver Strigines

    The Silver Strigines appeared from nowhere when Mesym needed help most. Seven young women were visited by Nane, goddess of prophecies and knowledge, and were brought together as a unified front. Nane helped them in forging their blades, and in acquiring the souls of those that would be enchanted into the weapons. It was ancient knowledge, long lost with the slavery of the elves, but the goddess brought it back. They used these blades to battle the gods, forcing them into dormant states of being where they could no longer influence mankind (or the elves, for that matter). Later, the seven women forged four more blades to be used in opening the Rift, an abyss into which they cast the souls of the slain gods so that they may never return to Mesym.

    Their existence has nearly faded completely, their story living solely in legend and bedtime stories. It is said that the Strigines remained for some time following the war, seemingly immortal; when one woman would die, another would take up her arms and replace the fallen. They eased tensions between the races, nurtured the lands, and assisted in restoring Mesym to a fraction of it's former glory before vanishing altogether.


    The Swords

    The Strigines, with the help of the goddess Nane, created the eleven Swords of Power by hand in the middle of the war against the gods. Each was made of celestial silver, the strongest of all metals on Mesym and the choice for the armor and weapons of the god. Each is decorated with gemstones (their color is that of the sword's name in the list below) and is inscribed with gold lettering in ancient languages. Enchanted not only with the spirits of powerful beings but also with ancient elven magic, the blades are the strongest weapons in Mesym, not only with magical capabilities but with extreme strength and durability.

    Of these blades, seven are classified as the Swords of War and four as the Swords of Ceremony. The former were designed to beat the gods into submission, while the latter were designed to open the Rift into which the gods were cast. Each one currently lies hidden and protected, and must be retrieved by their destined wielder before they can be used in battle. The following provides information on the abilities of each blade, its nature, and the spirit entombed inside.

    Swords of War

    The Swords of War were the blades that were created first. Made mostly from the spirits of nymphs, dryads, and men/women, their purpose is to fight the gods and protect the Swords of Ceremony. While these swords cannot be used to kill gods, they can damage gods to the point where they must enter a dormant, unconscious state while they heal. They can also be used to force gods into the Rift after it has been opened by the Swords of Ceremony. Swords of War can be used in battle by people other than Strigines, though the use of the blade's abilities are incredibly taxing on anybody other than the weapon's chosen wielder.

    Taliesin - Mistkeeper - Located in the Wimela Woods
    [spoili]

    Taliesin is the only god of the Ancients who has been into a Sword of War. He allowed himself to be enchanted into the metal on his own terms, in order to assist Nane's efforts. He was the god secrecy and the guardian of the Shroud, an intangible entity that is used to hide things from the view of mortals. The Shroud cloaks all of the sword's locations, but Taliesin can allow its wielder to view through the Shroud's mist, revealing hidden secrets and locations. This is pivotal to locating the resting places of the other ten swords. Incredibly friendly in character, Taliesin frequently offers advice to his wielder, and seems to buzz or hum with life.

    This user can see through the Shroud, and can create their own cloak of invisibility (they cannot be seen, but can be heard/felt/smelled). Furthermore, the user can mask the senses of another (sight, scent, hearing, touch, taste) using a smaller form of the Shroud known as Mist, and can walk through the Shroud itself. Finally, they have the ability to disintegrate their body, allowing them to pass through solids; the longer the user uses this ability (the longer their body is disintegrated, separated), the more likely they are to either die, or never reintegrate.

    [/spoili]
    Namylia - Saintess - Located in the Sirione Mountains
    [spoili]

    Namylia was a young nymph occupying the snowy regions of northern Mesym. She was a Saint in her time, offering charity to those who needed it, like a Santa Clause figure. She would provide meals, shelter, clothing, and guidance. Most nymphs avoid human and elf contact, but she assisted all who came to her. She offered herself up as a blade when the war began so that she could extend her love to the entire land. Legend says she is the abandoned daughter of the Goddess Tydea, who did not feel true love in her heart.

    While wielders of this blade cannot manipulate light magic itself, they can create mirages and illusions, and have stronger skills with air and water magic, regardless of whether or not they are a mage. The user of this blade will also have the ability of purification, which involves the cleansing of curses, infections, and taints of various kinds. The impurities will leave the victim and instead enter the body of the user. Unless expelled properly, this will eventually kill the wielder. Lastly, this user will be able to project calm and soothing feelings unto others, allowing themselves to come off as peaceful or as not being a threat.

    [/spoili]
    Esdite - Fury Fighter - Located in the deserts of Arersetr
    [spoili]

    Esdite was a dryad of what was formerly a forest. During the war, however, the gods destroyed her forest and nearly all of the dryads living there perished, alongside their homes. Her own home, a sturdy oak tree that stood near the center of the forest, was decimated. It was her pure rage and hatred that kept her alive after the loss of her home, and she wandered the smoking ruins of the forest-turned-desert and haunted the land until the she was approached by the Strigines and turned into a sword in exchange for the chance to seek revenge. Never has there been a spirit so filled with anger and a need for revenge.

    The wielder of this sword will inherit Esdite's skill in battle; while fighting, they will become stronger, faster, and more agile, and their reflexes will increase. The blade itself grows stronger with each kill, able to hit harder, cut deeper, and will channel magic more efficiently. This user, whether or not they are a mage, will have an affinity with water and fire magic. Finally, this user can activate a temporary immunity to damage in battle. It will leave them drained of energy, but can be an effective tool when used appropriately.

    [/spoili]
    Kaphyrous - Pathfinder - Located in the Dark Feyr
    [spoili]

    Kaphyrous is, according to legend, the Man of the River. In the beginning of time, he was cursed to ferry the souls of the dead across the Rift and to the Beyond. In his mortal life, he attempted to travel into the Beyond to retrieve the soul of his deceased wife and bring it back to her body. He succeeded, but was punished by the gods, his own soul removed from his body and chained to the ferryman's boat at the entrance to the Rift. He was slain by the Strigines to allow their usage of the Rift in trapping the gods. Knowing he was a dead man besides, Kaphyrous willingly allowed his soul to be used in the creation of a blade.


    This blade's notable ability is that of finding the way; the user, while carrying the blade, will see a silver line that will lead them to their destination. These directions will be marred by the presence of the Shroud, Mist, or by malevolent spirits. This user will, over time, learn every language that has ever been on Mesym (they will begin with an innate comprehension of any language they read, and will eventually learn to read and write). Additionally, this user has great navigational skills (useful for travel over water), and will know the patterns of the stars by heart. Lastly, the wielder of this blade can see souls stuck in limbo, ghosts per say, and can interact with lost souls (further explanation will appear IC).

    [/spoili]
    Marielye - World Walker - Located in the Fellmoor Peaks
    [spoili]

    Marielye was a simple dryad, but a powerful one--she was the mother of dryads of the mountains, and lived for there many centuries before her tree was chopped down and built into a castle. It is believed this castle is where her sword is hidden now. Her tree, the largest of all and the most powerful, protected an ancient grove that surrounded the healing waters of Fellmoor. Once the tree fell, the pool's magic was compromised; it only still exists today through the efforts of Marielye's kin.

    The wielder of this blade will have an affinity with earth magic (even for those who are not mages), and will be able to 'speak' to flora and fauna. This wielder will often find themselves with a following of animals, sometimes even rare species of legend. They will rarely hunger (flora and fauna will guide them to food sources) or be alone in the wilds. Additionally, this user has healing powers. They can heal physical injuries, such as cuts, breaks, and wounds, as well as illness; however, this is a taxing ability, and will drain the user of their energy proportional to the injury/illness healed. Without practice, the use of this ability can kill the user.

    [/spoili]
    Pandora - Graceling - Located in Khola
    [spoili]

    Pandora was from a line of mortal women tasked with the protection of a sealed jar. Inside the jar were spirits, malevolent and benevolent both, though she was not to open it, and nor was any human ever to open the jar. Pandora was never tempted to open the jar, and it sat in relative safety in her home; it was undisturbed until the day her eldest daughter opened the jar, her curiosity influenced by the ancient god, Micdia. The released spirits began to wreak havoc on the village in which they lived, and as it was Pandora's job to protect the jar, she took it upon herself to reclaim the spirits and stow them back into the thing. She lived for many years, adventuring and slowly placing the spirits back into the pot where they belonged, though she never finished the task before she died. In life, she was revered as a mortal goddess, her ability to seemingly control the spirits of the world amazing to primitive man.

    This blade grants the user an affinity with earth magic (even if they are not a mage). This blade's primary ability is summoning, in which the user can learn to summon the spirits from Pandora's box for use in battle. Extensive summoning will drain the user of energy until they fall unconscious. The user can also only summon spirits they have encountered; they cannot summon the spirit of Envy without having encountered it. This user also will develop innate agility, speed, and flexibility. The blade itself has the ability to morph into a dagger form.
    [/spoili]
    Ysarus - Messenger - Located in Thraton
    [spoili]

    Ysarus is the spirit of an ancient seer, a servant of Nane centuries before the war. Born without eyesight, he learned to 'see' through the use of the Goddess' gift, and became a prophet. He read the stars and moons of the universe and used them to transcribe meaning to his visions--how he could see the cosmos has never been made clear. After his death, his spirit was reincarnated, a process that repeated until Nane's request for him to occupy a sword was made. Loyal to the Goddess, he accepted. Every wielder of this blade has been a reincarnation of Ysarus.

    Ysarus is Nane's messenger to the wielders, and this particular wielder will often experience their own visions, as though they too were a seer. These visions come at mostly at random, often times in the midst of battle, showing the user a brief glimpse of the future (for example, a blow that would strike them in the head, giving them the chance to duck). Over time, one can learn to induce the visions. Visions are, over time, damaging to the eyes; many of these wielders go blind with age. The user of this blade can hear thoughts and can communicate telepathically with the other Strigines (this wielder must open a mental 'channel' through which to communicate. Other Strigines cannot communicate this way with one another). Lastly, this user can hear things others cannot; spirits, the Shroud/Mist, portals into the Beyond, etc.

    [/spoili]


    Swords of Ceremony

    These blades were designed as the supplement to the Swords of War; while they still have fighting capabilities, they are designed to entomb gods in the Rift. When all four blades are together, they can kill gods, but it requires the unity of the blades, their wielders, and a rather intricate process that has been largely lost to time (for now, anyways). Historically, only mages have ever wielded these swords and lived for longer than their first battle. The blades amplify one's magic and grant the ability to use primordial magics: light and dark. The powers that come with these blades are draining, and can even take away from someones life with repeated and frequent use. The users of these swords tended to die young and be replaced quickly. As such, none other than the chosen wielders of these four swords may use them, with the exception of a companion (see magic tab).

    Elysia - Dreamwalker - Located in the Beyond (accessible through the Elysian Sea)
    [spoili]

    Elysia is the ancient goddess of dreams and of the afterlife. She resided primarily in the Beyond, the resting place for the deceased and a place the living visit only in their sleep (for those who try to visit the Beyond before their time, they will begin to literally wither away). This goddess was defeated in battle by the Strigines in one of their earliest conquests; since she guarded the Beyond and subsequently the Rift, the Strigines needed her gone in order to use the Rift themselves. The Strigines turned her into their first Sword of Ceremony. She scarcely communicates with her wielder except in the dreamworld or the Beyond.

    This blade grants the user the ability to dreamwalk (a process in which one can enter the dreams of others and manipulate the dream environment), a skill they can first only use while asleep but can learn to perform while conscious. This blade allows its user to sense the desires and wishes of others, and additionally allows the user to trek into the Beyond unscathed. Portals to the Beyond can be used as wormholes to travel across the world in minutes or hours as compared to weeks or months. Lastly, they can use darkness, a primordial element.
    [/spoili]
    Nyx - Reaper - Located in the Ravenwood Forest
    [spoili]

    Nyx is the goddess of night and victory. Sister to the goddess of dreams and wife to the god of battle, she sits between both realms of power, bringing the dead to her sister's domain. She was the third Sword of Ceremony to be created, following Azrael, though has full loyalty to Nane and the Strigines (for they effectively conquered death itself in winning the battle). In Mesym, she is viewed as the grim reaper, arriving to take away the souls of the deceased to the Beyond; despite that, she rarely ever showed her form to mortals, and the only time she ever physically appeared on Mesym was the time she lost in battle to the Strigines.

    This blade permits the user to see the walking dead (ghosts, lingering spirits), communicate with those who have passed (they must summon spirits to speak with), and to use darkness, a primordial element. Additionally, this wielder is stronger at night, both physically and in their magic.
    [/spoili]
    Azreal - Timestopper - Located in Brynwich
    [spoili]

    Azrael is the god of battle and combat. He has amazing fighting capabilities, perhaps the best among the gods, although this is partly attributed to his control over time. But still lost to the Strigines and he accepted his loss gracefully and pledged his loyalty, allowing himself to be crafted into a Sword of Ceremony. He was never truly loyal to Atysus to begin with, and as such was the first god Nane intended for the Strigines to encounter in battle. He whispers words of advice to his wielder, training them in ancient techniques and styles.

    This blade gives the user great fighting skill, transmuted directly from Azrael's spirit to the user's. This power is still limited by the user's physical form and ability; the user won't be able to pull off maneuvers they haven't practiced. Additionally, this user will be able to use lightness, a primordial element. Finally, the user of this blade will also have limited control over time: they can send their bodies forwards or backwards a few milliseconds (used in dodging/combat), can marginally slow/increase time (a minute can become only thirty seconds long), and with great exertion, can stop time for a period. Repeatedly sending the self back in time can eventually cause traumatic brain damage, and holding time still will cause a massive strain on the physical self. Users have been known to leave limbs behind as they travel through time, or have killed themselves by freezing time for too long.
    [/spoili]
    Talos - Faithhealer - Located in Bafeld Village
    [spoili]

    Talos, god of reverence and faith, is perhaps the only Sword of Power that is not unerringly loyal to the Strigines. He was created by Atysus to serve as the medium between god and mortal man; the commands of the god were given to man through Talos. He grew to be a figure of obedience, as well, as he displayed the dissatisfaction of the ancients in forms of punishment. He was feared greatly by man, and was the very first god to go. He fought against being enchanted into a Sword of Ceremony; it wasn't until the other three had been created that the Strigines had the power to force Talos into one of their silver weapons. Even now, he fights to be released, truly believing in the superiority of the ancients. He, however, still has a soft spot for those of faith to the Pantheon, and will never decline help to one who needs it, a good Samaritan.

    This blade allows the user to use lightness, a primordial element. The user becomes a 'faithhealer', a type of healing that involves faith: the user can repair a damaged spirit, bring people back from the precipice of death, and revive victims from a coma (while unconscious in a coma, your spirit lives in the Beyond. The longer your exposure, the more damaged your spirit becomes). This type of healing, stronger than any other form, heals by taking from the user's own spirit, which over time will become so fragmented and broken that the person will lose their sanity and will be unable to pass to the Beyond after death. Additionally, this user can see auras (a visual representation of the spirit that betrays emotion through its coloring), and can bless others, using raw magic to temporarily grant somebody strength, will, healing, etc. (like a buff).
    [/spoili]


  • Among the nymphs and dryads that defend the land of Mesym, there live(d) the gods, whose job was to create and maintain the planet and its life. The gods are divided into two categories, the Ancients, and the Pantheon. Most if not all of the Ancients have been slain by the Strigines, but a number of gods remain in the Pantheon, allowed to live and provide religious services to those of Mesym and nothing else. Their connection to the lifeblood of Mesym is severely limited compared to that of the Ancients. Today, those of the pantheon are often celebrated during holiday and festivals.

    The Ancients

    The Ancients of Mesym are the original gods that ruled of the lands from its birth. It is unknown how these gods were created, but for as long as man and elf have walked the earth, they have existed. Until man summoned their attention from their heavenly residences, these gods kept their presence quiet, scarcely interacting with man or elf. Once the mortal man had grabbed the notice of the gods, they began to use Mesym and its people not only for their own purposes (it can only be speculated what these purposes were, for they are largely beyond mortal comprehension), but for sheer amusement. This was the cause of the war that spawned the Silver Strigines. Not every god was malevolent or sided with Atysus, the king of the gods, but most did. Now, many are deceased, dormant, or simply forgotten. A few have become Swords of Ceremony, and lay dormant in their resting places.

    Atysus - King of Gods - Symbolized by a dragon - banished to the Rift, but has returned
    Nane - Goddess of Prophecy and Wisdom, Mother of the Strigines - Symbolized by an owl - Daughter of Atysus - Active
    Azrael - God of Battle - Symbolized by a bull - Son of Atysus - Blade of Power
    Nyx - Goddess of Night, Victory - Symbolized by a raven - Sister of Elysia - Blade of Power
    Elysia - Goddess of Dreams and the Afterlife - Sister of Taliesin - Blade of Power
    Ikhael - God of Tricks - Symbolized by a snake - Deceased
    Akir - God of Invention and Craft - Missing
    Talos - God of Communication, Guidance, and Reverence - Blade of Power
    Ecesis - God/Goddess of the Soul & Spirit - Missing
    Taliesin - God of the Shroud - Symbolized by a rabbit - Brother of Elysia - Blade of Power
    Intax - God of Learning - Killed by Atysus
    Tydea - Goddess of Life, Marriage, Creation - Symbolized by a dove - Wife to Atysus - Alive, in the Rift
    Seresis - God of Pain, Hatred, Sin - Symbolized by a wolf - Husband to Micdia - Dormant
    Micdia - Goddess of Temptation - Half sister to Elysia - Alive, in the Rift
    Pylreus - God of Chaos and Order - Symbolized by scales - Deceased



    The Pantheon

    The Pantheon consists of a sole six deities that maintain the balance. They fill the gaps the ancient gods left. In contrast to the ancients, however, these gods are largely fictional in that they were created by faith and belief; their existence is solely based on the strength of their following. If a time comes when nobody on Mesym worships and celebrates the gods of the Pantheon, they would fade away. Nearly any spirit of any race or type can grow to this sort of power through the extreme faith and respect of the people: Pandora is a prime example.

    Iena, Goddess of the Harvest
    Huldir, God of Union and Unity
    Menja, Goddess of Death
    Nehnus, God of Travelers
    Neone, Goddess of Rebirth
    Idite, God of Balance


  • Magic is a broad topic in Mesym. This section will cover mages, Circles, the Rift, Mist, the Shroud, the Beyond, and companions.

    Mages

    Magic is essentially the manipulation and manifestation of the elements: there are the four primary elements (earth, air, water, fire) and the primordial elements, light and dark. Most mortal mages can only use the first four. Additionally, there is also raw magic, energy in it's most pure form. The simplistic of spells are simply manipulation, taking air and making it move, adding it to a flame to make it grow larger, redirecting the flow of water, etc. However, an understanding of raw magic when combined with a mastery of the elements allows for a person to perform more complex skills, such as teleportation, telekinesis, telepathy. It takes time for a mage to grow in proficiency, and its rare to see young mages able to perform such intricate spells such as those. Typically, these men and women stick to the range of elemental spells.

    A person, elf or man, can only be born with magic; they cannot learn magic if they aren't born with the innate talent. Humans are born mages less frequently, but in the modern day of Mesym, there is a very small magic population. Captivity and slavery has long since wrought the connection of the elves to nature and magic into near nothingness (all elves used to have magic capability). When a child begins to show signs of magic use, they are usually sent to live in a Circle, a group of established and skilled mages, often providing their services either to a kingdom's government, or for mercenary work. It is a prestigious thing, and having a mage in the family can boost status and class, particularly if the mage manages to get political or military rank.

    The Swords of Power offer major exceptions to these rules and also broaden some horizons. Nonmages who are bonded to particular blades can gain the ability to learn a certain element of magic, though they're confined to that one area and won't be able to learn greater spells (like teleportation). Additionally, the Swords of Power sometimes grant access to the Beyond, the Shroud, the Rift, or Mist, whereas only a handful of mages in Mesym's history have ever been able to do so on their own.


    The Beyond & the Rift

    The Beyond is the resting place for the dead, the place souls and spirits go after they've crossed the Rift. It's normally only accessible via one's dreams; if a person tries to visit it while awake, with their physical form, they'll eventually begin to wither away until they die, their soul trapped in limbo and never being able to settle peacefully. And that's if they manage to cross the Rift, a large empty expanse that can be best visualized by imagining a giant crack in the earth, covered by a shallow river. The ferryman, Kaphyrous, brings souls across the Rift to the Beyond. Underneath the surface of the Rift is a great abyss of nothingness. It is unknown if souls can even survive down there, unless they are protected by a godly form.


    Shroud & Mist

    The Shroud and Mist are similar to one another. The Shroud is a substance/entity that blocks things from mortal view and access. Entire islands and castles have gone missing due to the presence of the Shroud, which encapsulates the location or item with a mist. The outer edges of the mist, when walked through, will simply cause the person to slowly begin to forget why they were there, and will redirect them in the opposite direction. If one manages to make it further into the Shroud, their physical form will begin to collapse, atomizing almost into nothing, until the person seems to simply vanish from existence. They actually become a part of the Shroud, their soul included. Mist is a simpler and less dangerous form of the Shroud, and simply covers things to block them; one can cover the eyes of another, to prevent sight, or can place Mist over an object to make it appear like it's not there.


    Companions

    Companions are those who accompany the wielders of the Swords of Power on their journey, or in battle (similar, I suppose, to a squire in some ways). A sole designated companion is the only person who may carry or use a Sword of Ceremony other than it's bonded wielder, and only companions can carry Swords of War for lengthy periods of time (any human can use and carry a Sword of War, but the consequences are lessened for a companion). The companion of a Sword of Ceremony must be a mage. Additionally, companions can give their life to a wielder in order to allow that wielder to continue strenuous magic and blade power use (I.E one can give give up their own spirit to a faithhealer to permit the wielder to save their own spirit from damage in healing others). The presence of a companion is required in killing gods (though the details in this are lost in time).

  • Here, I'll be writing some information on the humans, elves, dryads, and nymphs of Mesym.

    Man

    Man was created in the image of the gods. According to myth, humans were created from clay by the Goddess Tydea, and then were given life when the deity Ecesis breathed souls into their earthly bodies, providing them with an ethereal spirit. Man's primitive nature quickly evolved into the trademarks of civilization, a result of the direct influence of the Ancients over their lives and development. Hunter-gatherer groups soon settled as they learned how to farm, and then villages sprung up from the dirt and expanded into cities, and then kingdoms. Man, it seemed, had everything: intelligence, ability, and ingenuity.

    However, man was also created greedy, and wanted one thing that they did not easily have: the favor of the gods. Humans were scarcely born with magical talent, and they believed this was due to the anger of the Ancients. The elves, by contrast, were largely a magical community, even though they lived in ramshackle homes in the woods. Seeing this race as primitive and underdeveloped, man took advantage, and enslaved them. It was only when the War of the Gods began that equality began to come to the races of Mesym, and there still exists prejudice today.

    Humans appear much as they do in the real world. They are sturdy, strong beings, and rule most of Mesym's land and industry. Now, some humans try to foster the environment and attempt to bring magic back to the world, whereas others still hunger for the goods that Mesym offers.


    Elves

    The elves were a magical people. They originally lived among the flora and fauna of Mesym and in total harmony with the world itself. Their magic came from the earth and its energy, and this closeness made them into the best mages on the planet. Nearly every child was born with great magical talent, often used in celebrations and in tending the earth alongside the nymphs and dryads. Man's jealousy of this power contributed greatly to their hatred and enslavement of the elves, and to the eventual manipulation of the Ancients on man.

    Once torn from their natural homes, the elves began to lose their magic. While they maintained the vibrancy of their art and culture, centuries of distance severed their connection to natural magic. Now, like the humans, elves are only occasionally born with magical ability. Oppression makes it difficult for those born mages to ever receive training from a circle (most circles don't want anything to do with elves, particularly circles that are associated with racist kingdoms).

    Elves appear physically different from man but are humanoid. They have traditional pointed ears (those who have lived in the wilds and free from enslavement over the centuries have pointier ears and brighter eyes, and sire more children with magical connections) and eyes of stranger colors than humans; in addition to the usual colors, sometimes children are born with purple, amber, grey or black reddish eyes. They are shorter than humans, much more nimble and lithe in body, and tend to have darker skin tones as well as eyes with an slight upward tilt.


    Dryads/Nymphs

    Dryads and nymphs are both similar and different. Most notably they are, in essence, spirits, and must use magic to give themselves a physical form (they are usually in a translucent, humanoid, spirit form), and live in nature. Dryads live overland, often finding a home in trees, bushes, and sometimes even flowers or in fields (a collective area of grass). Nymphs live in those places as well, but also can live in bodies of water or can choose entire groves as their home. A dryad or nymph is born with a specific home--for example, a dryad is born and is gifted a sapling that it will care for and tend, and that sapling will grow to be their home--and cannot change/get a new one. That means once their home is destroyed, they are effectively homeless forever. With the expansion of man, dryad/nymph settlements have grown sparse. This also means that these creatures range from being very old (such as those who live in ancient trees) to living for shorter periods of time. When it comes to developing, dryads and nymphs will age alongside their home; a dryad born with a flower will grow to adulthood quickly, whereas one born to a tree will age much slower.

    Both nymphs and dryads have magical skill (and get extra stats for this, as well). This is passed on even to mixed race children, who almost always are born mages. Most dryads and nymphs keep away from civilization and man, living in reserved spaces (like a reserve), though some have blended into society, those that look more like man or elf. Dryads/nymphs can be born with a vastly different coloring than humans and elves can; green skin, blue hair, and purple eyes are common. Their appearance often reflects that of their home (someone whose home is a rose bush might have a pink-red hue hair). These traits can be passed on to their youth, though dissipate quickly with the mixing of blood. By the third generation, most of these traits are gone.

    Another notable difference is that nymphs are always female, whereas dryads are both male and female in sex. Nymphs can reproduce with dryads, but can also reproduce with each other, whereas dryads require a male and a female. This is due to the fact that nymphs can use their homes (their plants) to reproduce for them (for example, an oak tree will release an acorn that grows into both a tree and a nymph, the baby nymph spirit nurtured by its tree).

    As mentioned, nymphs and dryads are innately magical, and so they tend to be better skilled at magic than humans and elves.

    If you chose to play one of these races, you'll likely be playing a mixed race character.
  • TBA
  • A summary of rules and expectations. Please abide by them; I won't hesitate to remove players for things like metagaming and godmodding.

    Rules

    1. It should go without saying that all Iwaku's rules apply.
    2. Two characters a person, as of now.
    3. Please have good roleplay etiquette. No godmodding, powerplaying, etc. OP characters will suffer the consequences.
    4. Read this thread before you post. Please. I'm happy to answer questions, especially if I wasn't clear, but I won't explain the entire magic system to you.
    5. Please be respectful of others.
    6. I reserve the right to maim characters if you don't seem to be upholding the honor system when it comes to dice and free injuries. I won't dictate how your characters get hurt, but if they always leave battle unscathed and don't have a series of perfect dice rolls, I will make them bleed. Things need to be fair for everyone.



    Expectations

    1. Posting requirements: 3-5 paragraph post minimum, once a week. I don't mean two sentence paragraphs. If you can't figure out what to write about, poke around OOC, find interactions, ask questions if you're confused. I expect people to reread their posts for spelling and grammar checks, and I expect posts that propel the story.
    2. I want to see characters that have had some thought put into them. They don't have to be perfect and for that matter shouldn't. Make them real. Real people have flaws and strengths both, have a backstory that defines them, have wants and fears and goals. A character without any internal motives doesn't belong here.
    3. Plot-propelling posts. Yes, this roleplay has a plot, but players are still expected to help move along the story and to make decisions. I'll present situations, and you'll need to react. Side adventures are definitely welcome; supplement the main story line with appropriate side-conflicts. And don't end your post without leaving something for others to respond to. Otherwise, it makes it really difficult for others to, well, respond.
    4. Be active in OOC. I'd like there to be some chemistry among the players. Enthusiastic and involved players make for well developed, active characters, and a driven plot. Make relationships between characters (especially when playing companions!), come up with shared backstories, etc.!


  • Here is the basic character skeleton to be used for all characters. Some fields are only applicable to certain character types. Class refers to whether your character is a to-be sword wielder, or a companion character (see FAQ for special information on companion characters), and whether or not they are a mage (see magic section) or not. Everything here is required, though you may add extra fields if desired: profession, weapon(s), pets (within reason), etcetera.

    At the moment, I am only accepting four to-be sword-wielders (more spots will open later. See FAQ), and only two may be of elfen origin. Strigines are primarily female in gender, but transgender/agender/nonbinary/crossdressing male/male characters are allowed, but in moderation. A.K.A, it is up to my discretion how many will be allowed in. I won't be accepting three male applications. And if your character is male, there's probably going to be a reason as to why the tradition's been broken.

    Companions can either begin with a relationship to a wielder, or may enter the group in some other way. They can be of any gender and human/elf. For Strigines and companions both, I'm accepting a max of three dryad/nymph race characters (must be mixed race).

    CHARACTER SKELETON:

    Name:
    Age:*
    Race:
    Homeland:
    Class: (wielder/companion/mage)
    Sword:
    Gender:


    Appearance: (required, image optional)
    Personality:
    Skills:


    Brief history:**
    Relationships:
    Other:


    *Keep all characters 12 or older. Wielders cannot be older than 40.
    **Your character might have a history with fighting (military, street life, etc.) or may have gone to a school to train and study. It might be beneficial to have a character begin with some knowledge of how to defend themselves, though it isn't required.

    Also note: Nobody starts with a sword. We will be finding them throughout the story.
  • TBA

  • What's with the female 'tradition' for Strigines?
    [spoili]
    Mesym isn't terribly racist or sexist, but there's still gender roles. The fact that the Strigines were an all female group at the time and defeated literal gods was a huge deal. Hence, non-female Strigine characters are allowed, but in moderation. Companions can be of any gender.

    [/spoili]

    What's the fun in playing a companion?
    [spoili]
    None of the characters will start the story out with their swords. They must recover them. As such, all characters begin on the same grounds. The companions are especially important; while it's not mentioned in the information above, it will be revealed IC that only the companions may wield the sword of another once the sword has bonded to a wielder. That is, each sword will 'bond' or connect to only one of the designated wielders. After that point, no other Strigine may carry that weapon. However, a companion can. The use of companions will expand during the story.

    Additionally, companions will be given the chance to be uncovered as wielders later in the story. If your character is developed well, and you've been active, when more slots open up, you can change your character's class.[/spoili]

    Why are you limiting spots for the wielders?
    [spoili]
    It's incredibly unlikely that all eleven wielders would be in the same place at the same time; so, they'll encounter these characters along the way. If there's no spots left and you'd like a wielder, and not a companion, then you can let me know and I'll tag you when spots open. Or, you can play as a companion and when spots open, you can 'graduate' your character to a wielder (i.e. your character will discover they're a wielder). This is mostly to prevent people from having to wait until their character appears to roleplay.
    [/spoili]

    The swords 'talk'?
    [spoili]
    Yes, the swords kind of do talk, in a sense. They don't tend to hold full conversations with their wielder, but their thoughts can sometimes be heard in the user's mind; this is often how a sword will give advice or make suggestions. For example, when facing a puzzle, the blade might give a hint. The user will just hear a whispery, probably kind of creepy voice in the back of their head, but they'll know it's their sword. After all, there are actual souls inside of those blads.
    [/spoili]

    So, what will we be actually roleplaying?
    [spoili]
    The beginning half of this story basically entails the search for the swords and their recovery. Nobody starts with a sword. The challenges presented to players will get harder and harder, and there might even be some puzzles in the mix. After the swords have been recovered, the quest to defeat Atysus and the returning Ancients begins.
    [/spoili]
 
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In major battles and political/social events as well as in solving puzzles, dice rolls and character stats will be used. Typical combat (fighting common enemies, per say) won't use dice rolls, nor will character-character or most character-NPC interactions. In boss battles and social situations involving NPCs of higher rank/importance to the plot, rolls will be used. The following information details the structure of stats and dice rolls. If you have any questions after reading this, please ask.

Base Stats

Every character will have the following base statistics, to be first established on their character sheet: Strength, dexterity, intelligence, will, and constitution. Strength is used in combat, and the damage your character deals to a boss will be determined using this stat and it's attributes. Dexterity is used in determining if your attack hits or misses. Intelligence can be used in intelligence checks, useful for finding clues to puzzles and getting hints from the GM when you're stuck. Will is used in combat for magical talent, and in tandem with constitution in regards to the Shroud, Mist, and the Beyond. Constitution is general health and well being of your character (endurance, pain tolerance, previous illness/injury). Damage taken will be primarily on the honor system. Use constitution as a guideline.

You get to assign points to each stat, and your base stats can increase/decrease over the course of the game. Base stats max out at 10 points. The point values you begin with depends on your character and on the stat. Below, I'm going to do my best to write out the starting 'freebie' stat points for each character type. As always, if you have a question, please ask!

Humans, non mage: Base of 2 for STR, DXT, INT, and WIL. CON begins at 5 (may be lowered*). Free +2 points for placement in any base stat.

Humans, mage: Base of 2 for STR, DXT, and INT. WIL begins at 4. CON begins at 5 (may be lowered*).

Elves, non mage: Base 2 for STR, DXT, and INT. WIL begins at 3. CON begins at 5 (may be lowered*). Free +1 bonus to either DXT or INT.

Elves, mage: Base 2 for STR, DXT, and INT. WIL begins at 4. CON begins at 5 (may be lowered*).

Nymphs/dryads: Base 2 for STR, DXT, and INT. WIL begins at 5. CON begins at 4 (may be lowered*). If desired, you may remove one point from WIL and place it in any other base stat.

* Constitution can be lowered to a maximum point value of 2. The points you removed may be added to other base stats.

From there, you get to freely assign 8 points to whatever field you like. However, no base stat at this time may exceed 8 points in value. Feel free to not use your full 8 points for characters that lack experience, or are younger. Facing challenges head-on will reward you in this roleplay! Just don't go deliberately super-underpowering your character in seeking those rewards out.

Examples:
[spoili]
Green values come from your allotted 8 points. Red values are points deducted from starting stats. Blue values are class-specific additions (like + 2 will for mages). Purple are your 'freebie' stats.

Example sheet (non-mage human, 8 free points to place, +2 for race bonus)-
Strength: 2 + 2 + 1 = 5
Dexterity: 2 + 2 + 1 = 4
Intelligence: 2 + 3 = 5
Will: 2 = 2
Constitution: 5 + 1 = 6

Example sheet (mage human, 8 free points to place)
Strength: 2 + 0 = 2
Dexterity: 2 + 1 = 3
Intelligence: 2 + 2 = 4
Will: 4 + 5 = 8
Constitution: 5 = 5

Example sheet (non-mage elf, 8 free points to place, +1 bonus)

Strength: 2 + 5 = 7
Dexterity: 2 + 2 + 1 + 1 = 6
Intelligence: 2 + 1 = 3
Will: 3 = 3
Constitution: 5 - 1 = 4

Example sheet (mage elf, 8 free points to place)
Strength: 2 + 3 = 5
Dexterity: 2 + 2 = 5
Intelligence: 2 + 1 = 3
Will: 4 + 1 + 2 = 7
Constitution: 5 - 1 = 4

Example sheet (nymph/dryad, 8 free points to place)
Strength: 2 + 2 = 4
Dexterity: 2 + 2 = 5
Intelligence: 2 + 1 = 3
Will: 5 + 3 = 8
Constitution: 5 = 5

[/spoili]


Skill Stats

These stats accompany your base stats, but are more specific. You will be able to place points in things like fire magic and swordplay, and these stats will be added onto your base stats when determining roll success/failure. The points you are allotted depend on the value of your base stats, and cap out at ten points, though nobody will begin at a stat cap. These stats are essentially supplements and refine the use of your base stats. I'll go through each set of skill stats in order of base stats, and will explain how to assign points, as well give examples. If you have any questions, please ask!

--Strength--

For Strength skill stats, you have three options: long blades, short blades, and ranged. If you have a weapon type you'd like to add that you don't feel fits in any of these categories, let me know, and I'll happily add it. This allows you to have skill in multiple different weapons, but when you roll for damage, you roll using the skill stat correlating to the weapon you are using. For example, if you're currently carrying a dagger, you roll your damage points using the 'short blades' point value. Strength skill stats cap at 15 points per skill stat (so long blades can't ever go higher than 15).

For these categories, you may add the value of your STR stat + three. For example, if your STR stat is 8, then you get to place 11 points in your three skill stat categories.

STR- 8
Available points: 11 (8+3)
Long blades: 0 + 2 = 2
Short blades: 0 + 3 = 3
Ranged: 0 + 6 = 6

--Dexterity--

For Dexterity skill stats, you have two options: evasion, and aim+. Evasion will be used in dodging enemy attacks, a calculation automatically made for you by the GM in battles (after you roll for damage, I will respond for the enemy, including your automatic evasion roll. This way, you can include the evasion/lack thereof in your post). Aim+ will be used in determining if you hit or miss when attacking. Dexterity skill stats can never have more than 15 points of value per stat (so aim+ can never be higher than 15).

To calculate the number of points you get to place, you will take your DXT stat value and divide it by 2. If your result is a decimal (say, 3/2 = 1.5), then you round up (2). Aim+ and evasion both start with a base of your DXT stat. For example:

DXT- 5
Available points: 3 (5/2 = 2.5, round to 3)
Evasion: 5 + 1 = 6
Aim+: 5 + 2 = 7

So, evasion and aim+ begin with 5 points (the equivalent of the DXT base stat value) and then there are 3 available points for the player to place at will.

--Intelligence--

Intelligence has no subsets. It will be used in its entirety when calculating intelligence checks. It's a broad category that covers perception, concrete knowledge (like history), and street smarts. If you want to get complicated with intelligence checks, I can definitely add skill stats to this, but it doesn't need to be particularly complicated.

--Will--

Will has the most skill stats. There is one for each common element (fire, water, earth, air) and for raw magic, as well as a skill stat for resistance (to debuffs and curses, which bring your stats down when rolling) and for sword power. Sword power will start at 0 for everybody, and will be gained as Strigines practice with their weapons. Companions can also increase in this stat. Magic types will be capped at 15 points per skill (so fire magic can never be greater than 15), whereas resistance caps at 10. Sword power caps at 5.

Allocating these stat points is a bit more complicated, as it depends on race and class (mage/non mage). I'll describe it in sections.

[spoili]

Human/elf non-mages

These characters get no stats for magic. As a result, they only have to fill resistance, and don't really have any points to work with. Instead, all of those points go to resistance. You will have a resistance stat of your will + whatever point value you put into it. This is a bit confusing, so here is an example:

Let's refer back to this example sheet from earlier, tweaked just a little bit:
Example sheet (non-mage human, 8 free points to place, +2 for race bonus)-
Strength: 2 + 2 + 1 = 5
Dexterity: 2 + 2 + 1 = 4
Intelligence: 2 + 2 = 4
Will: 2 + 1 = 3
Constitution: 5 + 1 = 6

The Will stat is 3, and the player added one point from their 8 free points to it. This means that when calculating this character's resistance, they will take the will stat, 3, and add 1 to it.

Human/elf mages

These guys get magic stats, which means they need a greater number of points to work with. You will start by adding a free point to each magic type. You also get two free points in resistance, just for being a mage. Then, you can work with the number of Will points you have. For characters older than 30 with a background in magical study (Circles, mostly), you can add 2 points to any elemental magic (so, no resistance). The only exception is that you cannot, yet, add any points to raw magic apart from the freebie solo point. For example:

Mage, 30+ y/o, magical backgound
Will-8
Available points: 8 = 8 + 2 age bonus

Fire magic: 1 + 4 = 5
Water magic: 1 + 2 + 1 = 4
Air magic: 1 + 1 = 2
Earth magic: 1
Raw magic: 1
Resistance: 2 + 2 = 4 <- (your +2 cannot go here)
Sword power: 0

vs.

Mage, under 30 y/o
Will-8
Available points: 8 = 8

Fire magic: 1 + 3 = 4
Water magic: 1 + 2 = 3
Air magic: 1
Earth magic: 1
Raw magic: 1
Resistance: 2 + 3 = 5
Sword power: 0

When allotting these points, you want to keep in mind what you want your character to be able to do. Is it wise to give them basic skill in all the magic types, but not be practiced in any? What magic types, when combined, have an effect that you like? Water and earth might not be as effective as fire and air when paired together. You will also gain a skill points for magic during the roleplay.

To calculate your raw magic skill, you will find the average of your elemental magic skills (fire, water, earth, air) and then round (.25 & .5 are a round down, .75 is a round up). That, plus your starting 1 point, is your raw magic skill. Raw magic is considerably harder to gain skill in.

Nymphs/Dryads

Finally, nymphs/dryads have a bit of extra talent with magic. While they will not have a bonus to their elemental magic skills, their raw magic gets a species bonus. Calculate their elemental powers the same way as explained above, and then when you get to raw magic, add 2 free points to that stat only. Example:

Will-8
Available points: 8 = 8 + 2 age bonus

Fire magic: 1 + 3 = 4
Water magic: 1 + 2 + 1 = 4
Air magic: 1 + 1 = 3
Earth magic: 1
Raw magic: 1 + 2 = 3
Resistance: 2 + 3 = 5
Sword power: 0

Note: Due to the fact that all of our nymphs/dryads are going to be half breeds, and thus age like humans and elves do, the 30 y/o + 2 bonus still applies.

[/spoili]
--Constitution--

No skill stats here.
 
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NON MAGE STAT EXAMPLE (outdated values)

Starting stat points, free placement, class specific, subtracted from existing points

--BASE--
Free points: 8
STR- 2 + 5 + 1= 8
DXT- 2 + 3 = 5
INT- 2 - 1 = 1
WIL- 2 + 1 = 3
CON- 5 + 1 = 6

--STR--
Free points: 11 (STR plus 3)
Long blades- 0 + 8 = 8
Short blades- 0 + 3 = 3
Ranged- 0

--DXT--
Free points: 3 (DXT divided by 2 (decimal, so round up))
Each stat begins at 5 (DXT stat)
Aim+ - 5 + 2 = 7
Evasion- 5 + 1 = 6

--WILL--
Free points: N/A
Resistance- 2 (WIL divided by 2 (decimal, so round up))
Sword active- 0

SAMPLE COMBAT SITUATION

Calculating damage(physical):

STR + weapon used
8 + 8 (long blades) = 16/25 total

Roll a 25 sided die. If result is under or equal to 16, damage is equal to roll (ex. roll a 15, you deal 15 damage). If result is over 16, roll again and subtract two from total (ex. roll 17, roll again. Roll 13 on second try, damage is 13-2 = 11 damage). Continue rolling until subtractions are less than half of your starter (once you've got 10 points subtracted from your final roll, i.e. you've failed 5 times). At that point, your damage will just be half of your starter (in this case, 8).

Calculating damage(magical):

Stats for this example[spoili]
Human mage
Will- 8
Fire magic - 1 + 5 = 6
Water magic - 1 + 3 = 4
Earth magic - 1
Air magic - 1
Raw magic - 1
Resistance - 2
[/spoili]
Will + magic type used (if multiple, average)

Ex. 1 Fire attack
8 + 6 = 14

Roll a D25. If the result is equal to or less than 14, your damage is the roll (if you rolled a 13, you dealt 13 damage). If you rolled above a 14, repeat the same steps for physical combat (-2 to your damage dealt per extra roll).

Ex. 2 Fire and water attack
8 + ( (6+4) / 2)
8 + 5 = 13

Calculating hit/miss:

DXT + aim+
5 + 7 = 12/25 total

Roll a 25 sided die. You need a result less than or equal to your starter (12) to successfully hit. For each boss, there will be added modifiers to increase your total. For example, a low difficulty enemy type may add up to 5 points to your total.

Calculating evasion:

DXT + evasion
5 + 6 = 11

Roll a D25. You need a result less than or equal to your starter (11) to dodge. Modifiers may be added depending on your enemy.


For reference: Difficulty levels
[spoili]
Low difficulty enemies-
25-50 HP
DMG 5-10
Aim 10

Provide a +5 aim bonus for attackers (you get +5 aim for attacking them)

Medium difficulty enemies-
50-75 HP
DMG 10-15
Aim 15-20

Provide a +3 aim bonus for attackers

Hard difficulty enemies-
75-100 HP
DMG 15-20
Aim 20-25

Provide a +2 aim bonus for attackers

Certain enemies will have lower/higher aim, damage, and hit points levels than are listed here. These are general stats. Enemies will appear scaled to character stats (i.e. nobody is going to get stuck with a hard difficulty enemy right out the gate).
[/spoili]

INTELLIGENCE CHECK SITUATION

Based solely on intelligence. Your INT stat will be increased/decreased by difficult level of the check. You must roll equal to or below your finalized INT stat to pass the check. The dice rolled will be a D10. For example, if your INT is 8, and you get +2 for an easy check situation, then you automatically pass (as that brings you to 10). If your INT is 8, and you get -2 for a difficult check situation, then you need a 6 or below to pass the check.
 
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In major battles and political/social events as well as in solving puzzles, dice rolls and character stats will be used. Typical combat (fighting common enemies, per say) won't use dice rolls, nor will character-character or most character-NPC interactions. In boss battles and social situations involving NPCs of higher rank/importance to the plot, rolls will be used. The following information details the structure of stats and dice rolls. If you have any questions after reading this, please ask.

Base Stats

Every character will have the following base statistics, to be first established on their character sheet: Strength, dexterity, intelligence, will, and constitution. Strength is used in combat, and the damage your character deals to a boss will be determined using this stat and it's attributes. Dexterity is used in determining if your attack hits or misses. Intelligence can be used in intelligence checks, useful for finding clues to puzzles and getting hints from the GM when you're stuck. Will is used in combat for magical talent, and in tandem with constitution in regards to the Shroud, Mist, and the Beyond. Constitution is general health and well being of your character (endurance, pain tolerance, previous illness/injury). Damage taken will be primarily on the honor system. Use constitution as a guideline.

You get to assign points to each stat, and your base stats can increase/decrease over the course of the game. Base stats max out at 10 points. The point values you begin with depends on your character and on the stat. Below, I'm going to do my best to write out the starting 'freebie' stat points for each character type. As always, if you have a question, please ask!

Humans, non mage: Base of 2 for STR, DXT, INT, and WIL. CON begins at 5 (may be lowered*). Free +2 points for placement in any base stat.

Humans, mage: Base of 2 for STR, DXT, and INT. WIL begins at 4. CON begins at 5 (may be lowered*).

Elves, non mage: Base 2 for STR, DXT, and INT. WIL begins at 3. CON begins at 5 (may be lowered*). Free +1 bonus to either DXT or INT.

Elves, mage: Base 2 for STR, DXT, and INT. WIL begins at 4. CON begins at 5 (may be lowered*).

Nymphs/dryads: Base 2 for STR, DXT, and INT. WIL begins at 5. CON begins at 4 (may be lowered*). If desired, you may remove one point from WIL and place it in any other base stat.

* Constitution can be lowered to a maximum point value of 2. The points you removed may be added to other base stats.

From there, you get to freely assign 8 points to whatever field you like. However, no base stat at this time may exceed 8 points in value. Feel free to not use your full 8 points for characters that lack experience, or are younger. Facing challenges head-on will reward you in this roleplay! Just don't go deliberately super-underpowering your character in seeking those rewards out.

Examples:
[spoili]
Green values come from your allotted 8 points. Red values are points deducted from starting stats. Blue values are class-specific additions (like + 2 will for mages). Purple are your 'freebie' stats.

Example sheet (non-mage human, 8 free points to place, +2 for race bonus)-
Strength: 2 + 2 + 1 = 5
Dexterity: 2 + 2 + 1 = 4
Intelligence: 2 + 3 = 5
Will: 2 = 2
Constitution: 5 + 1 = 6

Example sheet (mage human, 8 free points to place)
Strength: 2 + 0 = 2
Dexterity: 2 + 1 = 3
Intelligence: 2 + 2 = 4
Will: 4 + 5 = 8
Constitution: 5 = 5

Example sheet (non-mage elf, 8 free points to place, +1 bonus)

Strength: 2 + 5 = 7
Dexterity: 2 + 2 + 1 + 1 = 6
Intelligence: 2 + 1 = 3
Will: 3 = 3
Constitution: 5 - 1 = 4

Example sheet (mage elf, 8 free points to place)
Strength: 2 + 3 = 5
Dexterity: 2 + 2 = 5
Intelligence: 2 + 1 = 3
Will: 4 + 1 + 2 = 7
Constitution: 5 - 1 = 4

Example sheet (nymph/dryad, 8 free points to place)
Strength: 2 + 2 = 4
Dexterity: 2 + 2 = 5
Intelligence: 2 + 1 = 3
Will: 5 + 3 = 8
Constitution: 5 = 5

[/spoili]


Skill Stats

These stats accompany your base stats, but are more specific. You will be able to place points in things like fire magic and swordplay, and these stats will be added onto your base stats when determining roll success/failure. The points you are allotted depend on the value of your base stats, and cap out at ten points, though nobody will begin at a stat cap. These stats are essentially supplements and refine the use of your base stats. I'll go through each set of skill stats in order of base stats, and will explain how to assign points, as well give examples. If you have any questions, please ask!

--Strength--

For Strength skill stats, you have three options: long blades, short blades, and ranged. If you have a weapon type you'd like to add that you don't feel fits in any of these categories, let me know, and I'll happily add it. This allows you to have skill in multiple different weapons, but when you roll for damage, you roll using the skill stat correlating to the weapon you are using. For example, if you're currently carrying a dagger, you roll your damage points using the 'short blades' point value. Strength skill stats cap at 15 points per skill stat (so long blades can't ever go higher than 15).

For these categories, you may add the value of your STR stat + three. For example, if your STR stat is 8, then you get to place 11 points in your three skill stat categories.

STR- 8
Available points: 11 (8+3)
Long blades: 0 + 2 = 2
Short blades: 0 + 3 = 3
Ranged: 0 + 6 = 6

--Dexterity--

For Dexterity skill stats, you have two options: evasion, and aim+. Evasion will be used in dodging enemy attacks, a calculation automatically made for you by the GM in battles (after you roll for damage, I will respond for the enemy, including your automatic evasion roll. This way, you can include the evasion/lack thereof in your post). Aim+ will be used in determining if you hit or miss when attacking. Dexterity skill stats can never have more than 15 points of value per stat (so aim+ can never be higher than 15).

To calculate the number of points you get to place, you will take your DXT stat value and divide it by 2. If your result is a decimal (say, 3/2 = 1.5), then you round up (2). Aim+ and evasion both start with a base of your DXT stat. For example:

DXT- 5
Available points: 3 (5/2 = 2.5, round to 3)
Evasion: 5 + 1 = 6
Aim+: 5 + 2 = 7

So, evasion and aim+ begin with 5 points (the equivalent of the DXT base stat value) and then there are 3 available points for the player to place at will.

--Intelligence--

Intelligence has no subsets. It will be used in its entirety when calculating intelligence checks. It's a broad category that covers perception, concrete knowledge (like history), and street smarts. If you want to get complicated with intelligence checks, I can definitely add skill stats to this, but it doesn't need to be particularly complicated.

--Will--

Will has the most skill stats. There is one for each common element (fire, water, earth, air) and for raw magic, as well as a skill stat for resistance (to debuffs and curses, which bring your stats down when rolling) and for sword power. Sword power will start at 0 for everybody, and will be gained as Strigines practice with their weapons. Companions can also increase in this stat. Magic types will be capped at 15 points per skill (so fire magic can never be greater than 15), whereas resistance caps at 10. Sword power caps at 5.

Allocating these stat points is a bit more complicated, as it depends on race and class (mage/non mage). I'll describe it in sections.

[spoili]

Human/elf non-mages

These characters get no stats for magic. As a result, they only have to fill resistance, and don't really have any points to work with. Instead, all of those points go to resistance. You will have a resistance stat of your will + whatever point value you put into it. This is a bit confusing, so here is an example:

Let's refer back to this example sheet from earlier, tweaked just a little bit:
Example sheet (non-mage human, 8 free points to place, +2 for race bonus)-
Strength: 2 + 2 + 1 = 5
Dexterity: 2 + 2 + 1 = 4
Intelligence: 2 + 2 = 4
Will: 2 + 1 = 3
Constitution: 5 + 1 = 6

The Will stat is 3, and the player added one point from their 8 free points to it. This means that when calculating this character's resistance, they will take the will stat, 3, and add 1 to it.

Human/elf mages

These guys get magic stats, which means they need a greater number of points to work with. You will start by adding a free point to each magic type. You also get two free points in resistance, just for being a mage. Then, you can work with the number of Will points you have. For characters older than 30 with a background in magical study (Circles, mostly), you can add 2 points to any elemental magic (so, no resistance). The only exception is that you cannot, yet, add any points to raw magic apart from the freebie solo point. For example:

Mage, 30+ y/o, magical backgound
Will-8
Available points: 8 = 8 + 2 age bonus

Fire magic: 1 + 4 = 5
Water magic: 1 + 2 + 1 = 4
Air magic: 1 + 1 = 2
Earth magic: 1
Raw magic: 1
Resistance: 2 + 2 = 4 <- (your +2 cannot go here)
Sword power: 0

vs.

Mage, under 30 y/o
Will-8
Available points: 8 = 8

Fire magic: 1 + 3 = 4
Water magic: 1 + 2 = 3
Air magic: 1
Earth magic: 1
Raw magic: 1
Resistance: 2 + 3 = 5
Sword power: 0

When allotting these points, you want to keep in mind what you want your character to be able to do. Is it wise to give them basic skill in all the magic types, but not be practiced in any? What magic types, when combined, have an effect that you like? Water and earth might not be as effective as fire and air when paired together. You will also gain a skill points for magic during the roleplay.

To calculate your raw magic skill, you will find the average of your elemental magic skills (fire, water, earth, air) and then round (.25 & .5 are a round down, .75 is a round up). That, plus your starting 1 point, is your raw magic skill. Raw magic is considerably harder to gain skill in.

Nymphs/Dryads

Finally, nymphs/dryads have a bit of extra talent with magic. While they will not have a bonus to their elemental magic skills, their raw magic gets a species bonus. Calculate their elemental powers the same way as explained above, and then when you get to raw magic, add 2 free points to that stat only. Example:

Will-8
Available points: 8 = 8 + 2 age bonus

Fire magic: 1 + 3 = 4
Water magic: 1 + 2 + 1 = 4
Air magic: 1 + 1 = 3
Earth magic: 1
Raw magic: 1 + 2 = 3
Resistance: 2 + 3 = 5
Sword power: 0

Note: Due to the fact that all of our nymphs/dryads are going to be half breeds, and thus age like humans and elves do, the 30 y/o + 2 bonus still applies.

[/spoili]
--Constitution--

No skill stats here.
 
Immagini-sfondi-sbalorditive-FullHD-4-1024x576.jpg

Link to IC | Link to Interest Check | TL;DR

The Sword Seekers

Mesym is an ancient world, long fostered by magic and the careful hands of its protectors. Nymphs and dryads protected the forests and cultivated the land, their very spirits connected to the flora and fauna that lived on Mesym's soil. The elves that lived within those deep forests and snow-capped peaks harnessed the power of their homelands and sang spells of bounty and wellness that rang throughout the world. Hearty man built mighty civilizations, forts with towering walls and castles of great architecture, and produced many forms of art to accompany their creations in the image of the beautiful world they were graced. Most importantly was the harmony and peace that all races and species lived with, man and animal and nature working in tandem for the survival of all.

But as the years passed, man grew greedy. While the dryads and nymphs lived in the trees and rivers, and the elves lived in homes erected from discarded flora and natural structures, man continued to build their villages and towns. Eventually, they evolved into cities, with trade routes carved into the tamed dirt and gardens so massive in size they had become pure farmland. Stone blocked out the view of the sky. Nature was domesticated, its creatures bred as livestock. Mesym allowed this. But man still wanted. They plundered the earth for glittering gems and stole the craftsmanship of the elves, enslaving them as artisans and servants as they expanded their empires to cover most of Mesym's surface.

But man still did not have the favor of the gods, even though they have proved their superiority to the magically-gifted elfen people. Many turned to praying, the common man's substitute for magic, and begged the gods for answers. Eventually, they answered. In order to earn their favor, the gods said, man must do their bidding.

Man was willing. For the centuries that came, the people of the world became hyper-religious. Temples sprung up over night, the work of taxed elves and their magic. Services were held daily, and attendance was mandatory in most kingdoms. Under the worship of different deities, mankind split into several countries, and viciously conquered any yet to be seized land they encountered under the desire of the gods. The ultimate demand were the sacrifices, which came slowly at first, and then en masse. This was the tipping point of the Era of Ancients.

The world only was able to give so many lives to the invisible rulers of the world before they began to rebel. Over the centuries, many people, man and elf alike, began to see a new light--people told stories of a new world, and how they collectively could make it a reality. The great goddess Nane was the epicenter of these stories, and her prophecies began the War of the Gods. Together, man and elf marched into battle to fight the all powerful beings that they had allowed to command their lives for so long. The elves, though their magic was greatly diminished over the years of distance between them and Mesym, created a circle of mages strong enough to summon the gods to the land. Then, they would attack.

Quickly, the war went south. Petty magic and foot soldiers did little but irritate the gods. It was Nane's true gift that shifted the scales. Harnessing the essence of great spirits that roamed the lands, she helped seven young women construct the most powerful weapons ever known to man. It was with those blades that they marched to war, the Silver Strigines, and began to slay the gods one by one. With the souls they collected, they forged four more blades that were used to open the Rift into which the depths of which the gods were cast as they were felled. The mysterious women won the war for the people of Mesym.

Their presence, however, soon disappeared afterwards. They became little more than legend as thousands of years passed. The world had been ravaged by the war, and civilization had to begin anew.

Modern day Mesym has become a world of mostly peace. The elves, though still a repressed people, are no longer enslaved, and have their place in society. Those who are born with the ever-rare gift of magic are trained as mages and taught to work with the earth. They take their place among nature, working with crops and tending the forests and rivers. Four new kingdoms have formed since the end of the war, each in relative harmony with the other.

That is, until villages and even mighty cities began to disappear. They were quelled by an unseen force, simply destroyed in a matter of minutes as though crushed by an invisible hand. Natural disasters of never before seen strength ravaged the land, hurricanes and tsunamis wrecking the coast and behemoth tornadoes picking even the strongest of fortresses apart stone by stone. Trade routes collapsed, merchants afraid of their luck placing them in the wrong city at the wrong time. It was in this way that over half the world's Circles were vanquished, and the balance of everything was destroyed.

--

The art of the seer had long since vanished from Mesym. But you awake one night from a dream so vivid you couldn't believe it to be anything but real. In it, woman spoke to you, her voice achingly familiar and yet you could place no name. Atysus is rising, she said. The swords must reawaken.


399808334.jpg


  • Welcome to Mesym! In this story, you will play one of the heroes of the world of Mesym, either as a wielder of one of eleven great swords created by the female warriors of the Silver Strigines, or as a companion tasked with accompanying the wielders and defending them along their journey. Atysus, the King of Gods, has awoken from his slumber and risen from the Rift and now intends to continue his destruction of the world, starting with the eleven chosen and their companions. The swords must be recovered from their resting places before they can be used to return Atysus to his grave, but you must hurry before he destroys the land once more.

    Your character can be of elfen or human origin, and may/may not be a mage. Companions may also be of dryad/nymph origin if there is popular interest (please PM me or message me here concerning that, as I haven't written up any information on those two races).
  • This section will cover both the Silver Strigines and their weapons, the Swords of Power.

    The Silver Strigines

    The Silver Strigines appeared from nowhere when Mesym needed help most. Seven young women were visited by Nane, goddess of prophecies and knowledge, and were brought together as a unified front. Nane helped them in forging their blades, and in acquiring the souls of those that would be enchanted into the weapons. It was ancient knowledge, long lost with the slavery of the elves, but the goddess brought it back. They used these blades to battle the gods, forcing them into dormant states of being where they could no longer influence mankind (or the elves, for that matter). Later, the seven women forged four more blades to be used in opening the Rift, an abyss into which they cast the souls of the slain gods so that they may never return to Mesym.

    Their existence has nearly faded completely, their story living solely in legend and bedtime stories. It is said that the Strigines remained for some time following the war, seemingly immortal; when one woman would die, another would take up her arms and replace the fallen. They eased tensions between the races, nurtured the lands, and assisted in restoring Mesym to a fraction of it's former glory before vanishing altogether.



    The Swords

    The Strigines, with the help of the goddess Nane, created the eleven Swords of Power by hand in the middle of the war against the gods. Each was made of celestial silver, the strongest of all metals on Mesym and the choice for the armor and weapons of the god. Each is decorated with gemstones (their color is that of the sword's name in the list below) and is inscribed with gold lettering in ancient languages. Enchanted not only with the spirits of powerful beings but also with ancient elven magic, the blades are the strongest weapons in Mesym, not only with magical capabilities but with extreme strength and durability.

    Of these blades, seven are classified as the Swords of War and four as the Swords of Ceremony. The former were designed to beat the gods into submission, while the latter were designed to open the Rift into which the gods were cast. Each one currently lies hidden and protected, and must be retrieved by their destined wielder before they can be used in battle. The following provides information on the abilities of each blade, its nature, and the spirit entombed inside.


    Swords of War

    The Swords of War were the blades that were created first. Made mostly from the spirits of nymphs, dryads, and men/women, their purpose is to fight the gods and protect the Swords of Ceremony. While these swords cannot be used to kill gods, they can damage gods to the point where they must enter a dormant, unconscious state while they heal. They can also be used to force gods into the Rift after it has been opened by the Swords of Ceremony. Swords of War can be used in battle by people other than Strigines, though the use of the blade's abilities are incredibly taxing on anybody other than the weapon's chosen wielder.

    Taliesin - Mistkeeper - Located in the Wimela Woods
    [spoili]

    Taliesin is the only god of the Ancients who has been into a Sword of War. He allowed himself to be enchanted into the metal on his own terms, in order to assist Nane's efforts. He was the god secrecy and the guardian of the Shroud, an intangible entity that is used to hide things from the view of mortals. The Shroud cloaks all of the sword's locations, but Taliesin can allow its wielder to view through the Shroud's mist, revealing hidden secrets and locations. This is pivotal to locating the resting places of the other ten swords. Incredibly friendly in character, Taliesin frequently offers advice to his wielder, and seems to buzz or hum with life.

    This user can see through the Shroud, and can create their own cloak of invisibility (they cannot be seen, but can be heard/felt/smelled). Furthermore, the user can mask the senses of another (sight, scent, hearing, touch, taste) using a smaller form of the Shroud known as Mist, and can walk through the Shroud itself. Finally, they have the ability to disintegrate their body, allowing them to pass through solids; the longer the user uses this ability (the longer their body is disintegrated, separated), the more likely they are to either die, or never reintegrate.

    [/spoili]
    Namylia - Saintess - Located in the Sirione Mountains
    [spoili]

    Namylia was a young nymph occupying the snowy regions of northern Mesym. She was a Saint in her time, offering charity to those who needed it, like a Santa Clause figure. She would provide meals, shelter, clothing, and guidance. Most nymphs avoid human and elf contact, but she assisted all who came to her. She offered herself up as a blade when the war began so that she could extend her love to the entire land. Legend says she is the abandoned daughter of the Goddess Tydea, who did not feel true love in her heart.

    While wielders of this blade cannot manipulate light magic itself, they can create mirages and illusions, and have stronger skills with air and water magic, regardless of whether or not they are a mage. The user of this blade will also have the ability of purification, which involves the cleansing of curses, infections, and taints of various kinds. The impurities will leave the victim and instead enter the body of the user. Unless expelled properly, this will eventually kill the wielder. Lastly, this user will be able to project calm and soothing feelings unto others, allowing themselves to come off as peaceful or as not being a threat.

    [/spoili]
    Esdite - Fury Fighter - Located in the deserts of Arersetr
    [spoili]

    Esdite was a dryad of what was formerly a forest. During the war, however, the gods destroyed her forest and nearly all of the dryads living there perished, alongside their homes. Her own home, a sturdy oak tree that stood near the center of the forest, was decimated. It was her pure rage and hatred that kept her alive after the loss of her home, and she wandered the smoking ruins of the forest-turned-desert and haunted the land until the she was approached by the Strigines and turned into a sword in exchange for the chance to seek revenge. Never has there been a spirit so filled with anger and a need for revenge.

    The wielder of this sword will inherit Esdite's skill in battle; while fighting, they will become stronger, faster, and more agile, and their reflexes will increase. The blade itself grows stronger with each kill, able to hit harder, cut deeper, and will channel magic more efficiently. This user, whether or not they are a mage, will have an affinity with water and fire magic. Finally, this user can activate a temporary immunity to damage in battle. It will leave them drained of energy, but can be an effective tool when used appropriately.

    [/spoili]
    Kaphyrous - Pathfinder - Located in the Dark Feyr
    [spoili]

    Kaphyrous is, according to legend, the Man of the River. In the beginning of time, he was cursed to ferry the souls of the dead across the Rift and to the Beyond. In his mortal life, he attempted to travel into the Beyond to retrieve the soul of his deceased wife and bring it back to her body. He succeeded, but was punished by the gods, his own soul removed from his body and chained to the ferryman's boat at the entrance to the Rift. He was slain by the Strigines to allow their usage of the Rift in trapping the gods. Knowing he was a dead man besides, Kaphyrous willingly allowed his soul to be used in the creation of a blade.


    This blade's notable ability is that of finding the way; the user, while carrying the blade, will see a silver line that will lead them to their destination. These directions will be marred by the presence of the Shroud, Mist, or by malevolent spirits. This user will, over time, learn every language that has ever been on Mesym (they will begin with an innate comprehension of any language they read, and will eventually learn to read and write). Additionally, this user has great navigational skills (useful for travel over water), and will know the patterns of the stars by heart. Lastly, the wielder of this blade can see souls stuck in limbo, ghosts per say, and can interact with lost souls (further explanation will appear IC).

    [/spoili]
    Marielye - World Walker - Located in the Fellmoor Peaks
    [spoili]

    Marielye was a simple dryad, but a powerful one--she was the mother of dryads of the mountains, and lived for there many centuries before her tree was chopped down and built into a castle. It is believed this castle is where her sword is hidden now. Her tree, the largest of all and the most powerful, protected an ancient grove that surrounded the healing waters of Fellmoor. Once the tree fell, the pool's magic was compromised; it only still exists today through the efforts of Marielye's kin.

    The wielder of this blade will have an affinity with earth magic (even for those who are not mages), and will be able to 'speak' to flora and fauna. This wielder will often find themselves with a following of animals, sometimes even rare species of legend. They will rarely hunger (flora and fauna will guide them to food sources) or be alone in the wilds. Additionally, this user has healing powers. They can heal physical injuries, such as cuts, breaks, and wounds, as well as illness; however, this is a taxing ability, and will drain the user of their energy proportional to the injury/illness healed. Without practice, the use of this ability can kill the user.

    [/spoili]
    Pandora - Graceling - Located in Khola
    [spoili]

    Pandora was from a line of mortal women tasked with the protection of a sealed jar. Inside the jar were spirits, malevolent and benevolent both, though she was not to open it, and nor was any human ever to open the jar. Pandora was never tempted to open the jar, and it sat in relative safety in her home; it was undisturbed until the day her eldest daughter opened the jar, her curiosity influenced by the ancient god, Micdia. The released spirits began to wreak havoc on the village in which they lived, and as it was Pandora's job to protect the jar, she took it upon herself to reclaim the spirits and stow them back into the thing. She lived for many years, adventuring and slowly placing the spirits back into the pot where they belonged, though she never finished the task before she died. In life, she was revered as a mortal goddess, her ability to seemingly control the spirits of the world amazing to primitive man.

    This blade grants the user an affinity with earth magic (even if they are not a mage). This blade's primary ability is summoning, in which the user can learn to summon the spirits from Pandora's box for use in battle. Extensive summoning will drain the user of energy until they fall unconscious. The user can also only summon spirits they have encountered; they cannot summon the spirit of Envy without having encountered it. This user also will develop innate agility, speed, and flexibility. The blade itself has the ability to morph into a dagger form.
    [/spoili]
    Ysarus - Messenger - Located in Thraton
    [spoili]

    Ysarus is the spirit of an ancient seer, a servant of Nane centuries before the war. Born without eyesight, he learned to 'see' through the use of the Goddess' gift, and became a prophet. He read the stars and moons of the universe and used them to transcribe meaning to his visions--how he could see the cosmos has never been made clear. After his death, his spirit was reincarnated, a process that repeated until Nane's request for him to occupy a sword was made. Loyal to the Goddess, he accepted. Every wielder of this blade has been a reincarnation of Ysarus.

    Ysarus is Nane's messenger to the wielders, and this particular wielder will often experience their own visions, as though they too were a seer. These visions come at mostly at random, often times in the midst of battle, showing the user a brief glimpse of the future (for example, a blow that would strike them in the head, giving them the chance to duck). Over time, one can learn to induce the visions. Visions are, over time, damaging to the eyes; many of these wielders go blind with age. The user of this blade can hear thoughts and can communicate telepathically with the other Strigines (this wielder must open a mental 'channel' through which to communicate. Other Strigines cannot communicate this way with one another). Lastly, this user can hear things others cannot; spirits, the Shroud/Mist, portals into the Beyond, etc.

    [/spoili]


    Swords of Ceremony

    These blades were designed as the supplement to the Swords of War; while they still have fighting capabilities, they are designed to entomb gods in the Rift. When all four blades are together, they can kill gods, but it requires the unity of the blades, their wielders, and a rather intricate process that has been largely lost to time (for now, anyways). Historically, only mages have ever wielded these swords and lived for longer than their first battle. The blades amplify one's magic and grant the ability to use primordial magics: light and dark. The powers that come with these blades are draining, and can even take away from someones life with repeated and frequent use. The users of these swords tended to die young and be replaced quickly. As such, none other than the chosen wielders of these four swords may use them, with the exception of a companion (see magic tab).

    Elysia - Dreamwalker - Located in the Beyond (accessible through the Elysian Sea)
    [spoili]

    Elysia is the ancient goddess of dreams and of the afterlife. She resided primarily in the Beyond, the resting place for the deceased and a place the living visit only in their sleep (for those who try to visit the Beyond before their time, they will begin to literally wither away). This goddess was defeated in battle by the Strigines in one of their earliest conquests; since she guarded the Beyond and subsequently the Rift, the Strigines needed her gone in order to use the Rift themselves. The Strigines turned her into their first Sword of Ceremony. She scarcely communicates with her wielder except in the dreamworld or the Beyond.

    This blade grants the user the ability to dreamwalk (a process in which one can enter the dreams of others and manipulate the dream environment), a skill they can first only use while asleep but can learn to perform while conscious. This blade allows its user to sense the desires and wishes of others, and additionally allows the user to trek into the Beyond unscathed. Portals to the Beyond can be used as wormholes to travel across the world in minutes or hours as compared to weeks or months. Lastly, they can use darkness, a primordial element.
    [/spoili]
    Nyx - Reaper - Located in the Ravenwood Forest
    [spoili]

    Nyx is the goddess of night and victory. Sister to the goddess of dreams and wife to the god of battle, she sits between both realms of power, bringing the dead to her sister's domain. She was the third Sword of Ceremony to be created, following Azrael, though has full loyalty to Nane and the Strigines (for they effectively conquered death itself in winning the battle). In Mesym, she is viewed as the grim reaper, arriving to take away the souls of the deceased to the Beyond; despite that, she rarely ever showed her form to mortals, and the only time she ever physically appeared on Mesym was the time she lost in battle to the Strigines.

    This blade permits the user to see the walking dead (ghosts, lingering spirits), communicate with those who have passed (they must summon spirits to speak with), and to use darkness, a primordial element. Additionally, this wielder is stronger at night, both physically and in their magic.
    [/spoili]
    Azreal - Timestopper - Located in Brynwich
    [spoili]

    Azrael is the god of battle and combat. He has amazing fighting capabilities, perhaps the best among the gods, although this is partly attributed to his control over time. But still lost to the Strigines and he accepted his loss gracefully and pledged his loyalty, allowing himself to be crafted into a Sword of Ceremony. He was never truly loyal to Atysus to begin with, and as such was the first god Nane intended for the Strigines to encounter in battle. He whispers words of advice to his wielder, training them in ancient techniques and styles.

    This blade gives the user great fighting skill, transmuted directly from Azrael's spirit to the user's. This power is still limited by the user's physical form and ability; the user won't be able to pull off maneuvers they haven't practiced. Additionally, this user will be able to use lightness, a primordial element. Finally, the user of this blade will also have limited control over time: they can send their bodies forwards or backwards a few milliseconds (used in dodging/combat), can marginally slow/increase time (a minute can become only thirty seconds long), and with great exertion, can stop time for a period. Repeatedly sending the self back in time can eventually cause traumatic brain damage, and holding time still will cause a massive strain on the physical self. Users have been known to leave limbs behind as they travel through time, or have killed themselves by freezing time for too long.
    [/spoili]
    Talos - Faithhealer - Located in Bafeld Village
    [spoili]

    Talos, god of reverence and faith, is perhaps the only Sword of Power that is not unerringly loyal to the Strigines. He was created by Atysus to serve as the medium between god and mortal man; the commands of the god were given to man through Talos. He grew to be a figure of obedience, as well, as he displayed the dissatisfaction of the ancients in forms of punishment. He was feared greatly by man, and was the very first god to go. He fought against being enchanted into a Sword of Ceremony; it wasn't until the other three had been created that the Strigines had the power to force Talos into one of their silver weapons. Even now, he fights to be released, truly believing in the superiority of the ancients. He, however, still has a soft spot for those of faith to the Pantheon, and will never decline help to one who needs it, a good Samaritan.

    This blade allows the user to use lightness, a primordial element. The user becomes a 'faithhealer', a type of healing that involves faith: the user can repair a damaged spirit, bring people back from the precipice of death, and revive victims from a coma (while unconscious in a coma, your spirit lives in the Beyond. The longer your exposure, the more damaged your spirit becomes). This type of healing, stronger than any other form, heals by taking from the user's own spirit, which over time will become so fragmented and broken that the person will lose their sanity and will be unable to pass to the Beyond after death. Additionally, this user can see auras (a visual representation of the spirit that betrays emotion through its coloring), and can bless others, using raw magic to temporarily grant somebody strength, will, healing, etc. (like a buff).
    [/spoili]


 
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Eyja Iankalyn vonReinach | 25 | Elf | Female

Homeland: Thuaris
Class: Companion, mage
Sword: N/A
Occupation: Princess, second to the throne, apprentice


ddd647798ebe36c1363d6d0bb5cc97a3.jpg

Appearance: Eyja stands at a proud, 5'8" and has a slender, ornamented figure and sun-kissed alabaster skin. With the exception of a dark inked symbol across the back of her neck and back, and a few scattered but healed burn marks, her skin is unmarred. Her lengthy dark hair is straight and usually free, the locks in the front bound together with small hair decorations resembling a band. Without bangs, her green eyes are startlingly bright in appearance against her complexion, supported with a narrow and gracefully arched brow and downturned lips. She dresses loosely in bright colors, primarily golds, yellows, and oranges, and wears a notable silver armband in the form of a snake around her upper right arm.

Personality: Eyja is a quiet, introspective individual. She doesn't often speak, and when she does, it's concise and straight to the point. Her entire self exudes confidence, even in silence, and she will meet everyone she meets boldly in the eye. Considerably fearless, she is loyal to death and tends to put others first, sometimes in acts of bravado that are unwarranted and/or plain stupid in retrospect, but done from altruism. She has always seen herself as a servant to the people, and acts like it. By appearances alone she is absolutely serious, and while she is serious about her work and her beliefs, she's not altogether deadpan in nature, particularly with those she's comfortable with.

Skills: Eyja would consider herself largely unskilled. She has studied magic for a good part of her life, and is adept with meditation and yoga, able to almost completely empty her mind of thought and disturbance. She also has acquired some skill in stealth and theft; she's a better pickpocket and forger than she'd like to admit, and has little problem sneaking around. While not a practiced criminal, she's used these skills multiple times at home, primarily in the art-of-escaping-home-at-night.
Stats: [spoili]
STR: 2[/spoili]
[spoili][/spoili]
[spoili]
short blades: 5
DXT: 2 + 1 + 1 = 4
aim+: 4 + 2 = 6
evasion: 4 = 4

INT: 2 + 2 = 4
WIL: 4 + 4 = 8

f.m.: 1 + 4 = 5
a.m.: 1 + 3 = 4
w.m.: 1 = 1
e.m.: 1 = 1
r.m.: 1 + 3 (11/4) = 4
resistance: 2 + 1 = 3
sword power: 0

CON: 5 - 1 = 4[/spoili]

Brief history: Eyja grew up among the elite of elfish society. Unlike many of her people, who live in ramshackle homes and labor to fill their bellies in the cruel, modern world, she was spoonfed and trained to be a noblewoman from youth. While not the first to inherit the duties of ruling Thuaris (she is the second child of the current ruling queen), she was born one of the first mages in the vonReinach family for some time--the people had all begun to believe that elfish magic had completely run dry--and became a psuedo-symbol for the elves continued magical lineage. Despite that, she grew up under the care of her mother's sister, and found mentors in the guardsmen and women of their home.

It was those mentors that taught her how to wield a blade, how to defend herself, and how to sneak out at night. They meditated with her, taught her to reflect, and demonstrated the value of thought and the mind to her at an early age. And she grew up well, even with the restrictions of her well-paranoid mother. When she was seventeen, and had all the tools she needed, she slipped out in the night under the guise of a handmaid and traveled to the nearest Circle, where she was fully initiated as an apprentice and began her formal magic training.


A few years later and several misadventures to boot, she had grown into a young woman, fairly independent of the crown and her lineage, though she never turned her back on her role at home. Through intermittent community work and occasionally resuming her role back at home during ceremonious affairs, she became a public icon, the strange mage-princess struck with dangerous wanderlust. When traveling, she met Celesar Youcet, a mage who had newly become notable for her teaching ability, and joined the elder mage in the hopes of further developing her skill. She has been by the human-nymph's side since.
Relationships: Celesar Youcet (mentor), Leilatha Thuaris vonReinach (mother), Renestrae Thuaris vonReinach (elder sister), Selphie Nerihorn (mentor, guardswoman), Erlathan Zylris (mentor, guardsman)


CHARACTER SKELETON:

Name: Talindra Yescaryn
Age: 22
Race: Human
Homeland:
Class: Wielder, mage
Sword: World Walker/Marielye
Gender: Female

Appearance: Short cropped brown hair, blue eyes
Personality: Uncertain, friendly, somewhat awkward, confident, goofy
Skills:

Brief history:**
Relationships:
Other:


CHARACTER SKELETON:

Name: Pyrrhalise Theydark
Age: 40
Race: Human
Homeland:
Class: Companion
Sword: N/A
Gender: Female
Occupation: Guardswoman

Appearance: Red hair, brown eyes
Personality: Level headed, loyal, hard working, protective,
Skills:

Brief history:**
Relationships:
Other:


**note to self, edit character restrictions


Gundabiln - mixed,
Thuarias - elves?, south
Orin Aristocracy - dem racists, northern
Thonosea - Merchantville, desert
Brundanya - mediator, switzerland

Agrion
Cesosica
Ethya
Thuarias[/dotted]
 
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Eyja Iankalyn vonReinach | 25 | Elf | Female

Homeland: Thuaris
Class: Companion, mage
Sword: N/A
Occupation: Princess, second to the throne, apprentice


ddd647798ebe36c1363d6d0bb5cc97a3.jpg

Appearance: Eyja stands at a proud, 5'8" and has a slender, ornamented figure and sun-kissed alabaster skin. With the exception of a dark inked symbol across the back of her neck and back, and a few scattered but healed burn marks, her skin is unmarred. Her lengthy dark hair is straight and usually free, the locks in the front bound together with small hair decorations resembling a band. Without bangs, her green eyes are startlingly bright in appearance against her complexion, supported with a narrow and gracefully arched brow and downturned lips. She dresses loosely in bright colors, primarily golds, yellows, and oranges, and wears a notable silver armband in the form of a snake around her upper right arm.

Personality: Eyja is a quiet, introspective individual. She doesn't often speak, and when she does, it's concise and straight to the point. Her entire self exudes confidence, even in silence, and she will meet everyone she meets boldly in the eye. Considerably fearless, she is loyal to death and tends to put others first, sometimes in acts of bravado that are unwarranted and/or plain stupid in retrospect, but done from altruism. She has always seen herself as a servant to the people, and acts like it. By appearances alone she is absolutely serious, and while she is serious about her work and her beliefs, she's not altogether deadpan in nature, particularly with those she's comfortable with.


Skills: Eyja would consider herself largely unskilled. She has studied magic for a good part of her life, and is adept with meditation and yoga, able to almost completely empty her mind of thought and disturbance. She also has acquired some skill in stealth and theft; she's a better pickpocket and forger than she'd like to admit, and has little problem sneaking around. While not a practiced criminal, she's used these skills multiple times at home, primarily in the art-of-escaping-home-at-night.
Stats: [spoili]
STR: 2
short blades: 5[/spoili]
[spoili][/spoili]
[spoili]
DXT: 2 + 1 + 1 = 4
aim+: 4 + 2 = 6

evasion: 4 = 4
INT: 2 + 2 = 4
WIL: 4 + 4 = 8

f.m.: 1 + 4 = 5

a.m.: 1 + 3 = 4
w.m.: 1 = 1
e.m.: 1 = 1
r.m.: 1 + 3 (11/4) = 4
resistance: 2 + 1 = 3
sword power: 0
CON: 5 - 1 = 4[/spoili]

Brief history: Eyja grew up among the elite of elfish society. Unlike many of her people, who live in ramshackle homes and labor to fill their bellies in the cruel, modern world, she was spoonfed and trained to be a noblewoman from youth. While not the first to inherit the duties of ruling Thuaris (she is the second child of the current ruling queen), she was born one of the first mages in the vonReinach family for some time--the people had all begun to believe that elfish magic had completely run dry--and became a psuedo-symbol for the elves continued magical lineage. Despite that, she grew up under the care of her mother's sister, and found mentors in the guardsmen and women of their home.

It was those mentors that taught her how to wield a blade, how to defend herself, and how to sneak out at night. They meditated with her, taught her to reflect, and demonstrated the value of thought and the mind to her at an early age. And she grew up well, even with the restrictions of her well-paranoid mother. When she was seventeen, and had all the tools she needed, she slipped out in the night under the guise of a handmaid and traveled to the nearest Circle, where she was fully initiated as an apprentice and began her formal magic training.

A few years later and several misadventures to boot, she had grown into a young woman, fairly independent of the crown and her lineage, though she never turned her back on her role at home. Through intermittent community work and occasionally resuming her role back at home during ceremonious affairs, she became a public icon, the strange mage-princess struck with dangerous wanderlust. When traveling, she met Celesar Youcet, a mage who had newly become notable for her teaching ability, and joined the elder mage in the hopes of further developing her skill. She has been by the human-nymph's side since.

Relationships: Celesar Youcet (mentor), Leilatha Thuaris vonReinach (mother), Renestrae Thuaris vonReinach (elder sister), Selphie Nerihorn (mentor, guardswoman), Erlathan Zylris (mentor, guardsman)


 
Talindra Yescaryn | 27 | Human | Female


Homeland: Brundanya
Class: Wielder
Sword: World Walker/Marielye


63fe7e855ebdf7a31da5dbb5c1743e5d.jpg

Appearance: Tali is outwardly a tomboyish figure, with broad shoulders and a strong physique; her muscles hide under smooth skin, but her skill with her weapons and the callouses on her fingers and feet are a testament to her work and dedication. She keeps her hair, milk chocolate brown, short cropped and above her shoulders, the bangs side swept across green-brown hazel eyes. Her skin is the color of bronze, and blemishes stick out a noticable lighter pink shade, including a variety of chilling scars. Of particular note is the jagged, angry line down the right side of her neck/shoulder. She dresses in loose, billowy travellers clothing and a cloak just longer than her height of 5'3".

Personality: Talindra, despite her age, is young of heart. Growing up among a spirited people, she learned to be a leader, but a leader to those that already were willing to follow. Her confidence begins to waver in strange situations and around foreign people, although she's an altogether friendly and welcoming person. Not as much of a preacher as her companions, she still believes fervently in the faiths she has grown up with, but is still optimistic and idealistic. She always expects the best of things, and doesn't have it in her to really handle or deal with the horrors of the world.

Brief history: Growing up

Relationships:

Skills: Physically strong and skilled with her chosen weapons, Talindra is
 
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[tr]
[td="border: 1px solid blue;"]Blue Cell 1[/td][td="border: 1px solid green;"]Green Cell 2[/td][td="border: 1px solid red;"]Red Cell 3[/td]​
[/tr]
 
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Blue Cell 1Green Cell 2Red Cell 3
 
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