OPEN SIGNUPS Heart of the World - OOC and Signups

DinoFeather

Depressive Goblin Nightmare Boy
DONATING MEMBER
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Group Roleplays, One on One Roleplays, Private Convo Roleplays
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A Few Posts a Week, One Post a Week
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Evenings, mostly.
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Adept, Advanced, Prestige, Adaptable
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Male, Female, Androgynous
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I prefer having equal feedback/contribution from all parties involved as I feel it makes for better storytelling.
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Low/High Fantasy, Medieval Fantasy, Historical Fantasy, Sci-Fi, Victorian-Era, Grimdark, Gothic-Horror, Supernatural (not the show), Limited Fandoms, Magic, Adventure.
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Strictly Romance, Most Modern, Most Slice-of-Life, Most School-Based Plots, Anime, Zombie Apocalypse
#1
Heart of the World

Introduction The Letter Welcome & Rules Links


  • A
    etheria: an ancient world wrought of mystery and magic. It is said that, during formation of the tiny planet, Aetheria was in turmoil. Unbalanced magic tore the world apart, pushing up mountains, shifting continents, and spitting molten rock up from the depths. The world burned, tremored, cooled, and was ravaged by wild magic again and again. And yet, despite the chaos, life endured. Perhaps the world took pity on the struggling creatures, or perhaps it’s simply the way of magic, but the chaotic energy began to coalesce in the centre of the world and from it grew a tiny sapling.

    As the years passed, the sapling grew into a vast tree which would become the very heart of the world, stabilizing the chaotic energy to maintain balance and harmony in cycles of prosperity and dormancy. Civilizations grew and, eventually, all of Aetheria fell under the rule of the Taitellen Empire. Seeking to put an end to the periods of the land’s dormancy, the Empire took away the protective stones that permitted the Heart of Aetheria to flourish.

    Now, the world has begun to wane and rebellion is stirring.
  • As a supportive party of the rebellion, you're well aware of the dangers that await, should you be discovered.

    Two months ago, a celebrated rebel leader was apprehended by the Imperial Guard. The man, Magister Kiernan, was a well-known scholar and one of the visionaries behind the rebel cause and his punishment adequately reflected his crimes against the Empire. An announcement was made, and Kiernan was publicly executed by way of beheading. If his imprisonment hadn't been enough to stifle rebellious tendencies, the execution surely was, and many rebels fled Taitelle to regroup in other territories. Rumours that had been circulating about another task Kiernan had begun were immediately hushed, and for two months no one has spoken of ancient Trees or dying lands.

    Until today, that is, when you discover a curious piece of parchment that could only be meant for a rebel supporter...




    5 Lekthas, 3rd Quarter of the Crone, 192 TE


    I regret to inform you that the rumours are true: the Heart of Aetheria is dying.

    I understand that a letter of this nature seems an unusual method of communicating this, but in the present circumstances, it is a necessary precaution: I cannot risk direct communication at this time. We are reaching a critical situation and action must be taken. As you read this, I am quietly assembling a group of scholars, mages, and soldiers who support the cause, and I must ask that this be kept secret, at least for now.

    We are now beginning to see the effects of our actions those years ago, and the situation is dire. Reports from coastal cities are steadily increasing, bringing messages of failing crops and emaciated cattle. Hunters are taking less prey and rates of wildlife predation have increased far beyond what is common in a dormancy cycle. Thus far, these reports have been kept quiet. The Empire was sending meagre relief efforts to the affected areas, though it quickly became far more than they could handle. The efforts are being halted, as the Emperor has decided the plight of these areas must be due to rebel sabotage and does not merit attention or aide.

    Fatalities are on the rise as magical instability increases- something I’m sure you have already seen. Where possible, these deaths are also being attributed to rebel attacks and, otherwise, ignored. They are refusing to see what is plainly before their eyes, and Aetheria and all her people are going to pay the price.

    As you know, fifty-one years ago, the Empire forcibly removed the guard stones from the Tree. In those fifty-one years, the Tree has been unable to enter dormancy and revitalize itself. The argument was that no dormancy meant limitless prosperity-- but our research indicates that without dormancy cycles, the Tree can neither regulate magic nor support prosperity in the land.

    Without dormancy cycles, I am confident the Tree will die.

    No matter how many times he is confronted with evidence, the Emperor refuses to listen. I worry he is so blinded by the threat of revolution and repercussions of what it would mean if our research is correct (which it is), he refuses to see the truth. The more we press him to take action, the more obstinate he becomes.

    Two weeks ago, our most outspoken scholar, Magister Avelissa, was sent to Portwatch to “observe the conditions there,” and we have not heard from her since… I now fear the worst.

    The crystalline guard stones removed from the tree have been destroyed, save for the sample specimens that remain in our study. I plan to take these pieces, journey through the Forest of the Ancients, and return them to the Tree. Experiments with the crystals and bark samples taken from the Tree have given us reason to believe that even the smallest piece of crystal may act as a catalyst and restore what we so foolishly removed.

    This will not be an easy undertaking, especially when the Empire discovers what I am doing, as I have no doubt they will. However, it is a risk I am willing to take- and a risk that is necessary if we are to preserve the Aetheria we know and love. Should the Heart of Aetheria be lost, so too shall we.

    Please send return word using the same enchantment by which this message was concealed. If you are interested in furthering your support, I will then contact you with the date, time, and location of our first gathering to discuss options and concerns, and determine how best we may proceed.

    For dissolution, harmony, and a free Aetheria!

    - Kiernan


    6-3-1, 193 TE

    If you think we're giving up because of a little public execution, you are sorely mistaken. To those who wish to actually make a contribution to the world that enables your existence, be at the Randy Gander in the Taithros outskirts by sundown on 21/3/1. Request a room with Chasma-- and don't be a transparent fuckass. If you're followed, you're shit out of luck. Bring ideas, a pack, and a can-do attitude. No one else is going to save our asses.

  • Hello and welcome to Heart of the World!


    If you’re looking for a fantasy save-the-world adventure with rebellion, a heist, and hippie communes, you’ve come to the right place! Take a look around and please be sure to read the rules! If you have any questions, let us know!

    GM
    - DinoFeather DinoFeather
    co-GM
    - Lillian Gray Lillian Gray

    Rules and Guidelines

    Adept Writers
    - Please be able to produce several solid paragraphs with relevant content and demonstrate a knowledge of the English language.

    Active Players
    - We're asking for a minimum of one post per week to keep people active and interested! However, if something comes up and you need more time, or if you'll be inactive for a period but are still interested, please let us know-- real life always comes first!

    Respectful Players
    - Drama? In character only! We're looking for good attitudes and respect for others. It’s okay to have conflict now and then, but it will be resolved in a mature and respectful manner, or you’re outta here. If you have an issue, please come to us.

    GMs in Control
    - Please do not attempt to hijack the plot or attempt to spin the story to be only about your character. We aim to involve everyone, and if there is a special plot point you'd like to explore, please speak to us about it for approval. GM word is law.

    Player Autonomy
    - Do not control other peoples' characters! Also, please don't conflate what you, the player, knows with what your character knows.

    All Iwaku Rules Apply
    - If you are unfamiliar, please go review them!

    Creative Contribution
    - Want to help us flesh out the world by adding a bit of your own content? Awesome! Have an idea you think we should try? Let us know! We want to hear from you, but we do need to approve ideas before they're just added in to the world.

    Sense of Humour
    - While there will be serious moments, injury, and possibly even death, this is not intended to be a dark or “edgy” RP.

    Mature Players
    - Preferred* There won’t be graphic sex scenes in posts and what-have-you (PM the person, if that’s your jam), but there will be strong language, violence, and lewd allusions.

    And most importantly-- HAVE FUN!​


  • Discord
    More soon!

Aetheria

The World Heart of Aetheria Map Territories Timeline History Calendar


  • Aetheria is composed of one land mass, a supercontinent (much like Pangaea) with a few outlying islands. The climate ranges from tropics to at its southernmost points, to tundra in its north. Volcanoes and earthquakes occur in select regions, though almost exclusively in the southern parts of the world. Some mountain ranges have long-dormant volcanoes with still-active geothermal springs. The wildlife found in Aetheria includes both the common and the fantastic, from sheep and horses to wyverns and ancient, unnamed guardians of the forests.

    Orbiting the planet are three moons known as the Maiden, the Mother, and the Crone. The Maiden is the closest of the satellites and has the shortest orbital period. It is a small, white-coloured moon that is highly reflective. The Mother is the largest moon, silver-green in colour, and lies between the other two satellites. Reddish in colour and irregularly shaped, the Crone is the smallest and most distant of the moons and has the longest orbital period.
  • The Tree is also called “The Heart of Aetheria” as it is connected to the magic that permeates the world and all life on it. The Tree grows at (roughly) the centre of the world’s land mass and its roots are said to reach to the shores of the seas, though this has yet to be either proven or disproven. The base of the tree’s sprawling roots is surrounded by rocks with crystalline growth that is found nowhere else on Aetheria.

    What is known is that the immense tree is incredibly ancient and is thought to date back to the formation of the Aetherian Continent. It stands roughly 250’ tall and spreads nearly 200’ across its canopy. The Tree grows in a low valley of ancient forest which remains temperate throughout the year. It is theorized that the Tree keeps the region largely untouched by the changing seasons, though research is still inconclusive. The Tree’s foliage does not change or fall throughout the year.

    Every ten years on average (spanning anywhere from 8-12 years), the tree enters a state of dormancy. For approximately three months leading up to dormancy, the Tree sheds its leaves and many of the smaller branches fall as well. As the Tree enters its dormant state, the crystals (usually benign) rapidly spread over the tree until it is fully encased. The crystallization process is incredibly quick and occurs within the span of a single week. Once encased, the Tree remains this way anywhere from one to two years.

    While the Tree is dormant, the land slowly wanes into dormancy as well. Crops are usually stunted and harvests are small. Withering flora supports fewer prey animals, often causing predators to become bold from hunger. Additionally, magic experiences severe instability while the Tree is dormant, as it is unregulated at that time. After its dormancy cycle, the crystals recede back to small nodes at the base of the tree. The land becomes vibrant once more and magic regains its stability.

    No one knows what triggers the crystals to grow and recede, but it is hypothesized that Tree and the crystals share a sort of symbiosis. During the prosperity cycle, it is thought that magic collects and coalesces in the crystals, and when the Tree moves into dormancy, the crystals encase the tree to help restore its magical potency.

    Essentially, the Tree regulates both magic and life on Aetheria. In a way, the Tree respirates magical energy, drawing in the unstable energy before releasing it, stabilized, back into the world through its roots and leaves. While the Tree is dormant, it is unable to filter or release energy back into the world, which causes the land to wither. It also causes magic to become incredibly unstable and highly unpredictable. Mages may experience standard results from their magic, nothing at all, or even catastrophic bursts of magic.

  • Taitelle Estura Wyndfel Luras Ventha Forest of the Ancients Notes


    • The smallest and most densely populated territory, Taitelle is home to the Imperial city of Taithros. While it began as a human territory, it is now home to the largest and most diverse market in the world. The westernmost of the five territories, Taitelle is largely farmland and temperate deciduous forest. Due to its wealth and open access to ports and trade routes, Taitelle imports good from all over Aetheria, then exports them to other territories.

      Major Cities:
      ❧ Taithros - Capital - Imperial City and home to the Aetherian Market and prestigious Magisteria Academy​
      ❧ Cirhelm Harbour - Moderately-sized port city​
      ❧ Eldan - Moderately-sized city near expanses of pasture and farmland​
      ❧ Kelna - Moderately-sized logging city​
      ❧ Khal Miras - Large goblin-built city that houses several universities​
      ❧ Portwatch - Large port city and harbour where Imperial ships are docked​

    • The largest of the five territories, Estura is moderately-populated, largely due to Port Emswyn and the two goblin cities of Khal Dural and Khal Varrin. Outside those cities, the population is composed mainly of centaurs-- with some satyrs and a small handful of nymphs calling Estura home as well. The territory is temperate deciduous and alpine forests with mountainous regions and estuaries along the western coast.

      Major Cities:
      ❧ Caelora - Capital - More a large collection of camps and villages than a true city​
      ❧ Khal Duran - Moderately-sized goblin-built city and home of the renowned Runic Workshop​
      ❧ Khal Varrin - Large goblin-built city and first established city in Aetheria​
      ❧ Port Emswyn - Moderately-sized port city; essential for trade​
      ❧ Thaemar - Small collection of villages inhabited almost exclusively by centaurs and satyrs​

    • The northernmost territory and only marginally smaller than Estura, Wyndfel is moderately-populated. While most races have made a home in Wyndfel, the largest percentage of the population is horned. While the southernmost portion of the territory is temperate deciduous forest, mountains, alpine forest, and tundra in the far north easily make Wyndfel the coldest of the territories.

      Major Cities:
      ❧ Tórlinn - Capital - Large city well-known for its mines and forges​
      ❧ Karste - Moderate collection of horned villages and lodges​
      ❧ Rola - Small logging city​
      ❧ Stoksós - Large collection of horned villages and lodges​
      ❧ Windermere - Moderately-sized city along a freshwater lake​

    • The second smallest and the southernmost region, Luras has some broadleaf forests in the northern portions, shifting into open grassland and eventually into tropical forests in its central and southern regions. Mountains in the west contribute to an area of desert scrubland, which extends nearly to the city of Talos. The southern reaches of the territory are home to large riverways, estuaries, and several dormant volcanoes. The population in the southernmost portion of Luras is comprised mostly of Lamia, though the capital city of Tumana is highly diverse.

      Major Cities:
      ❧ Tumana - Capital - Large and diverse city on the shores of a vast freshwater lake; produces silk​
      ❧ Briar Glen - shared border with Ventha - Large and sprawling commune of forest homes and camps​
      ❧ Capivala - Moderately-sized collection of camps and villages of predominantly mountain centaurs, hosts wool festivals​
      ❧ Merizoc - Small city that is almost exclusively populated by lamia​
      ❧ Rovecas - Moderately-sized port city valued for trade​
      ❧ Talos - Moderately-sized city that serves as a stopover before/after travelling through the desert region of Luras​

    • Falling in the middle of both size and population, Ventha is mostly grassland and marshes. The southernmost region, especially along the Luras border, is tropical forest. The archipelago extending from the southern tip of the territory is home to several volcanoes, both dormant and active. Northern Ventha provides most of the Empire's farmland and pasture for livestock.

      Major Cities:
      ❧ Aneford - Capital - Large and diverse trade city​
      ❧ Briar Glen - shared border with Luras - Large and sprawling commune of forest homes and camps​
      ❧ Draycott - Moderately-sized city with emphasis on agriculture​
      ❧ Morath - Moderately-sized city with an animal black market; largely ignored by Empire​
      ❧ Port Venmore - Large port city used in trade and a restocking point before Stillharbour​
      ❧ Stillharbour - An ever-growing city on an island, favoured for its weather; parts were never rebuilt after disasters​

    • Here be the tree. Super dense forest filled with giant creatures. Surrounded by treacherous mountains on all sides. More info soon.


    • Though each territory is ultimately governed by the Taitellen Empire, each also has a small council that helps oversee each region. The council of each territory is located in the capital city and must report to the Empire on a regular basis.
  • Before - World formed, unbalanced, no cycles

    A few million years come and go...

    0 - Tree Grows, cycles emerge but are erratic
    301 - First recorded manuscript date
    435 - First major city (Khal Varrin) founded
    479-502 - Territories of Estura and Wyndfel established
    583-599 - Venthan Skirmishes
    600 - Ventha splits from Wyndfel
    713 - Tree reaches maturity, cycles stabilize and adapt regular pattern
    852 - Luras peacefully splits from Estura
    883 - Prosperity cycles hypothesized
    898 - Taitelle territory negotiated
    909 - Taitelle established
    911 - Expeditions into Forest of the Ancients charted
    912 - Stories of the Heart of Aetheria confirmed
    913-915 - Limited studies of the Tree performed
    916 - Research outpost attacked during dormancy cycle, studies abandoned
    918 - Prosperity and Dormancy Theory proposed
    927 - Taithros established
    1,051 - Iryal Taites takes Taitellen throne
    1,101 - Taitellen occupation of Ventha
    1,102 - Wyndfel-Estura-Luras Negotiations; territories remain, but under Taitellen rule

      
    0 TE [Taitellen Empire] Taitellen Empire Formed, Taithros established as Imperial Capital
    9 TE - Lamia stronghold of Merizoc cedes control to the Empire
    59 TE - New research of Tree proposed
    63 TE - Prosperity and Dormancy Cycles retesting begins
    111 TE - Guard Stone piece removed from Tree for study
    113 TE - Research team withdrawn from Tree during attack
    121 TE - Removal of Guard stones proposed
    139 TE - Partial removal of Guard Stones, majority of research team lost
    145-153 TE - Wyndfel skirmishes
    176 TE - Eruption of Mt. Kinsae, Stillharbour destroyed, earthquakes/tsunami hit Ventha/Luras
    176-191 TE - Relief and reconstruction efforts
    203 TE - Guard Stone removal deemed necessary
    242 TE - Guard Stones effectively destroyed by Emperor Ruslan; dormancy cycles cease
    281 TE - Sovereignty Treaty proposed by Emperor Ruslan
    282 TE- Emperor Ruslan dies, Emperor Petros crowned
    283 TE - Sovereignty Treaty retracted by Emperor Petros
    285 TE - Rumors of rebellion begin
    292 TE - Magister Kiernan beheaded for crimes against the Empire
    293 TE - Present Day
  • Nearly three hundred years ago, the Taitellen Empire seized control of Aetheria. Having risen from the smallest and most recently-formed of the Aetherian territories, Taitelle grew quickly, striving to match the other territories in terms of exports and progress. The true driving force behind Taitelle’s growth was the Taites line, which still holds power today. Having first worked toward the vision of a human-governed territory, Iryal Taites helped establish the capital city of Taithros from which much of Taitelle’s strength grew. It took little time, however, for that vision to become greed and a hunger for power unlike anything Aetheria had before seen.

    Under the guise of progress, Taithros gained the support of the the goblin city of Khal Miras. Expanding opportunity drew centaurs, satyrs, and even horned to the flourishing territory, effectively creating the largest and most diverse market in the world. Trade roads quickly fell under Taitelle’s grasp and, coupled with the advent of efficient trade ships, the territory was quick to establish port cities in neighbouring Ventha. Proposed as a means of expedited trade, the ports were ultimately used in the occupation of Ventha.

    The Venthan occupation in 1,101 was used as a means of forcing negotiations between the other territories, bringing them under Taitellen rule. In the year 1,103 (0 TE), the Taitellen Empire was formed, thus marking the end of the free era in Aetheria.

    Over the next decade, the last vestiges of resistance ceded to the Empire and Taitelle gained total control of Aetheria. While the territories were largely permitted to retain their existing cities and cultures, the increase in taxes and demand for soldiers steadily grew. Access to the trade routes became ever more restricted, and steep tolls were put in place even for non-mercantile travellers. Contributions of timber, stone, fibre, and ore became an expected commodity, each territory being assigned a quota to meet as their “tribute” to the Empire.

    With the influx of goods and wealth, coupled with the diverse population of the Imperial Capital, Taithros became a bastion of academic and artistic growth. Such talents flourished in the prestigious Iryal Academy, and both mages and scholars alike sought training within its walls. Eventually, more thorough research was proposed to better understand what caused the cycles of the Tree to wax and wane. But venturing into the Forest of the Ancients is a perilous task, and the expedition was cut short when the researchers were attacked by the giant creatures who protect the sacred lands.

    Another research team did manage to remove a piece of a Guard Stone and returned it to Taithros for study. Their findings suggested that the Guard Stones and Tree shared a connection and that it was the Stones causing the cycles of dormancy. The Guard Stones were partially removed in 139 TE, but skirmishes for control of the Wyndfel capital took priority.

    It wasn’t until the eruption of Mt. Kinsae destroyed Stillharbour and triggered earthquakes tsunamis to devastate parts of Ventha and Luras that the Empire decided the dormancy cycles had to be stopped. With tribute failing to come in and with spending time, resources, and manpower in their (albeit perfunctory) relief efforts, the Empire became increasingly worried about sustaining their immoderate lifestyles during the lean years to come. In 242 TE, the Guard Stones were forcibly removed and destroyed by Emperor Ruslan Taites.

    In the years to come, it seemed their solution had indeed been a sound one. The periods of dormancy ceased, there was no longer magical instability or withering crops during the lean years. Instead, there were years of uninterrupted prosperity. Emperor Ruslan, feeling the Empire had overcome the greatest obstacle Aetheria had put in their way, proposed that the territories be given their sovereignty. The was no need to give tribute when the world was so prosperous.

    Ruslan, however, was dead within the year and his son, Petros, took the throne. Less than a year later, the proposal of sovereignty was retracted by Petros. Taxes and tolls climbed higher and higher and the dissent from the other territories grew louder. Soon, rebellion was brewing-- even in the Imperial City of Taithros. And then, the land began to wane. Slowly at first, only the very edges of the world, but it began to creep inward. Crops were beginning to fail and more and more reports of hungry villages were sent to the Capital. It was there Magister Kieran decided action must be taken to reverse what had been done.

    If only he’d lived to see it through...
  • First Cycle [Season of the Maiden]
    1st Quarter (January)
    2nd Quarter (February)
    3rd Quarter (March)
    4th Quarter (April)

    Second Cycle [Season of the Mother]
    1st Quarter (May)
    2nd Quarter (June)
    3rd Quarter (July)
    4th Quarter (August)

    Third Cycle [Season of the Crone]
    1st Quarter (September)
    2nd Quarter (October)
    3rd Quarter (November)
    4th Quarter (December)

    Lekthas LEK-thas (Monday)
    Kilthas KEEL-thas (Tuesday)
    Winthas WEEN-thas (Wednesday)
    Melthas MEL-thas (Thursday)
    Hirthas HERE-thas (Friday)
    Silthas SEAL-thas (Saturday)
    Cetthas KET-thas (Sunday)

    Dates written as

    17-3-1 192 TE - 17th day of the 3rd quarter of the 1st cycle, year 192 TE

    17-3-1 would be March 17th
    4-4-3 would be December 4th

Races & Culture

Centaur Goblin Horned Human Lamia Nymph Satyr

  • Centaurs are a highly diverse race, having closely related yet still dissimilar physical attributes. Those living in more open plains and mountain foothills (plains centaurs) share a likeness with equines. Centaurs dwelling in forested regions (forest centaurs) are cervine in appearance, often growing antlers. The centaurs who populate the mountains (mountain Centaurs) are akin to camelids and grow thick wool. Depending upon the particular group of centaur, their interests, trades, and lifestyles vary.

    While centaurs originated in Estura, they have spread beyond its present-day borders. Many plains centaurs still reside in Estura, though some have moved to settle in the southern reaches of Wyndfel, as well as parts of Taitelle and Ventha. Plains centaurs are lax in their traditions and take to other customs easily. Some even live comfortably in large cities, taking on a wide range of trades and skills, though they often prefer wide open spaces and smaller villages.

    Forest centaurs are, largely, inclined to remain in the wildest parts of Estura, travelling in nomadic herds, primarily composed of hunter-gatherers. Some of the finest archers in Aetheria are, forest centaurs are known for crafting bows of superior quality, as well as fine wooden spears. Relatively few in number, forest centaurs are somewhat aloof and tend to keep to their own, though it’s not completely unheard of to come across them in cities now and again.

    Mountain centaurs are easily the most gregarious of their kind, though many opt to live in mountain villages rather than cities. Semi-nomadic, many mountain centaurs are sheepherders and specialize in weaving, dyes, and woolcraft. Their colourful blankets and cloaks are highly valued, as are their intricately-carved wooden ornaments. While it may be a trek to reach their homes, any travellers are greeted with warm hospitality.

    Despite their many differences, most centaurs are highly attuned with nature and harbour a deep respect for Aetheria and all life on it. Many worship the Ancient Ones and honour them by observing events such as eclipses and solstices as holy days. Though they are not often drawn to academics, they are the first recorded race to name the constellations and celestial bodies.

    While all centaurs have keen senses, they suffer from poor low-light vision and are not gifted swimmers. Some may be able to cross small, shallow distances in water, but they are simply not cut out for prolonged swimming. Size varies greatly, depending on which type of centaur an individual is. Plains centaurs are generally the largest, reaching heights between six and eight feet; forest centaurs average around six and a half feet, while mountain centaurs generally stand five and a half to six feet tall. Hair, skin, and fur colour varies greatly between individuals. Their average life span is 80 years.


    Pros:

    Plains
    ❧ strength and endurance
    ❧ high constitution
    ❧ keen senses

    Forest/Mountain
    ❧ sure-footed
    ❧ keen senses
    ❧ agile jumpers (Forest)
    ❧ excellent climbers (Mountain)

    Cons:


    Plains
    ❧ lower agility
    ❧ poor swimmers
    ❧ poor dark-vision

    Forest/Mountain
    ❧ lower running endurance
    ❧ poor swimmers
    ❧ poor dark-vision

  • Perhaps one of the most adaptable races on Aetheria, goblins are fairly widespread. Originating in the mountains of Estura, they have steadily expanded into the other territories and developed several major cities. Industrious and inquisitive by nature, goblins are often tinkerers, inventors, and tradesworkers-- though they tend to serve their own unusual purposes rather than appeal to a higher order. As such, they can come across as chaotic to those unfamiliar with their methods.

    While goblins can be fiercely competitive, they have little in the way of gender roles or age restrictions. Whoever does it the best or the fastest takes the prize, so far as they’re concerned. Children are often raised in groups and take on apprenticeships or develop their own unique skill as they grow. A goblin who lacks a dedicated trade or skill is highly frowned upon.

    Having first been cavern-dwellers, goblins are small beings compared to many. They average between three and a half to just over five feet tall and are usually lithely built. Their complexions range from brown to grey to shades of green, blue, and purple. Some have long hair, while others have a short, dense fur around their face and head. All have large ears, somewhat flat faces, claw-like nails, pointed teeth, and prehensile feet.

    They are adept climbers and navigate well in the dark. They have keen senses, including sharp vision and sense of smell, as well as excellent hearing. Unlike many of the other races, goblins are obligate carnivores and require meat or fish to sustain long-term health. They are generally quick-- fast movers, fast thinkers, fast talkers-- but suffer in terms of strength and stamina. Their average lifespan is 65 years. (It should be noted that this number does not accurately reflect a natural lifespan, as goblins have an unfortunate tendency to blow themselves up or die in other equally-dangerous, self-inflicted situations.)


    Pros:


    ❧ dexterous and stealthy
    ❧ keen senses and dark-vision
    ❧ resistant to most poisons

    Cons:


    ❧ weaker physical strength
    ❧ obligate carnivores
    ❧ low endurance

  • Sturdy and stubborn, horned are one of the most resilient races of Aetheria. They are a proud but markedly friendly people, renowned for their metalwork and leather crafting. Semi-nomadic, horned split their time and their trades by season, cultivating quick-growing crops and working leathers in the summer months before retreating to winter lodges and mountain forges to weather storms and blizzards.

    Horned live and travel in large groups and are a family-oriented people, though their definition of family isn’t limited to blood relatives. Friends or even stranges taken into a group of horned quickly become “family” to them, and are readily welcomed into their homes and lives. While many horned excel in smithing and leatherworking, they take on a diverse set of trades. Many also enjoy cooking for large groups-- even if not as a profession.

    Hardy and well-adapted to the cold, the horned make their homes in the mountain ranges of Wyndfel. In the summer months after the snows have melted, they descend to valley villages to tend crops and hunt, stockpiling for winter. Strong, and well-built, horned are taller than most, standing between 6’ to 7’ in height. Unsurprisingly, all horned possess cranial horns, though the shape varies somewhat between individuals. Pointed ears also range in size, and their skin tones come in virtually every colour. Horned also harbour a fondness for body art and piercings.

    Though not quite as agile as satyrs, horned possess large, cloven hooves that allow for excellent navigation of rocky and difficult terrain. Horned have keen hearing and fair low-light vision, as well as excellent resistance to the cold. A hardy constitution provides excellent stamina and impressive overall strength. Their average lifespan is 85 years.


    Pros:


    ❧ sturdy and resilient
    ❧ good constitution in cold climates
    ❧ navigates terrain easily

    Cons:


    ❧ often stubborn or hot-headed
    ❧ can occasionally be blinded by pride
    ❧ overly competitive

  • The most widespread race in Aetheria, humans have ventured far beyond their origins in Taitelle and Ventha, and into the five different nations of the continent. Their personalities and skills are as diverse as the nations they’ve delved into, but they are no more or less unique than the next. Due to the fact they are not inhibited by highly-specialized natural or physical traits, humans have the advantage in that they are capable of choosing almost any skill or trade. They may however, find themselves outperformed by other races in their chosen trades.

    Humans have proven to be (alongside goblins) one of the most adaptable of the races, and ultimately, the most wide-spread. Capable of acclimating to virtually any climate, humans have ventured to the extremes of the continent. Both hot-headed and temperate, wise and forgetful, the history of the human race has been filled with both bitter feuds, and innovative discovery and wealth. Their natural lifespan allows for both a moderate balance of work and family. Most humans take on one partner, and raise their children in a single family home.

    Like the other inhabitants of Aetheria, humans are a highly diverse race, with complexions ranging from dark brown to pallid white. Hair colour and texture is greatly varied, as are height and build. Humans generally range between 5’3” and 6’3” in height. Unlike some races, humans have poor dark vision and somewhat limited senses.

    The skillset of the average human is just that-- average. And, though they may not be the strongest, fastest, or most specialized, humans are not lacking in physical ability-- possessing fair speed, strength, and endurance. They are adequate climbers and swimmers. Perhaps the most valuable and celebrated human trait is their determination-- which has allowed them to compete with other, more specialized races. Their average life-span is 80 years.


    Pros:


    ❧ balance of strength speed, and dexterity
    ❧ indomitable spirit
    ❧ adept mages

    Cons:


    ❧ lowered senses
    ❧ poor dark-vision
    ❧ incredibly average

  • The last race to cede their resistance against the Empire, lamia remain largely sequestered in the jungles of Luras and Ventha. Though not truly xenophobic, lamia tend to be a reserved people and somewhat wary of strangers. Some do travel, but not usually without reason and seldom to colder regions of the world. One of their most prominent trades is the crafting of jewellery with abalone shell and pearl, which many lamia clans pride themselves on.

    Lamia often live in small, close-knit clans that populate villages interspersed through the dense southern jungles. While many clans opt to live on the ground and somewhat close to the coastlines, a fair number of clans opt to build their homes and villages in the trees. Long ago, some small clans split from those on land and now make permanent homes in the sea, seldom interacting with outsiders.

    Well-adapted for a diverse habitat, lamia have powerful bodies that make them adept climbers and swimmers. Swift and silent, they also make skilled ambush hunters, though they do not fare well in an extended chase. Skin, scale, and hair colours vary greatly. Some have skin colour that differs from their scales, while some have the same patterns or colouration over their entire body. Regardless of outward appearance, all lamia have pointed ears, sharp teeth, and suffer from slight nearsightedness. Most lamia “stand” between 5’6” and 6’6” when upright. From head to tail, most fall between 12’ to 18’ in length, though there are extremes on either end.

    To compensate for their visual impairment, lamia have developed an exceptional sense of smell, which can provide them with information about their immediate surroundings. While they are not cold-blooded like reptiles, they are highly susceptible to cold and must take precautions in cooler climates. Like Goblins, lamia are obligate carnivores and require meat or fish for sustained health. Though wary of strangers, lamia can be a passionate people and are fond of their traditions and practices. Their average life span is 100 years.


    Pros:


    ❧ very quick with powerful bodies
    ❧ excellent swimmers and climbers
    ❧ keen sense of smell

    Cons:


    ❧ lower constitution in cold temperatures
    ❧ obligate carnivore
    ❧ poor vision

  • Thought to have originated in the dense forests of inner Aetheria, Nymphs are a highly unique race, as varied as the countless plants found across the continent. Preferring to live in or near the ancient forests, nymphs are rarely found in cities and away from nature. Many nymphs act as caretakers of the natural world, not finding it necessary to pursue a trade or skill. Every now and again, one may encounter a nymph who has accepted work as a gardener or land steward, though they mostly keep to themselves.

    While many nymphs live in small groups or “groves” throughout and around inner Aetheria, others prefer solitary lives and often travel the land, keeping largely to areas of low population. There is little, if any, physical distinction between the sexes, though most nymphs are able to manipulate their bodies to emphasize or lessen different physical attributes. Nymphs grow and mature quickly, and parenting roles are often of a short duration, though all share a connection through nature by which a collective of general information is handed down.

    Nymphs possess a unique ability to meld with trees and other large plants, allowing them to temporarily become one part of the same organism. This ability allows them to restore themselves without needing to eat or sleep, but instead drawing energy from their host plant. Though it’s rumoured that nymphs and other races are able to share intimacy, they are unable to reproduce in such a way. For propagation to occur, two or more nymphs must meld with the same plant, yielding an offspring that shares traits from the parents and their host plant.

    Because of their diversity, nymphs vary wildly in size, colouration, and general appearance. Some have thick, barklike skin, while others are smooth and delicate. Some appear almost identical to trees and plants, while some opt to shift into a more humanoid state-- and some fluctuate between. Nymphs range in size from 4’ to 7’ and most are lithely built. Despite delicate appearances, many nymphs possess surprising physical strength and are adept runners and climbers. They able to virtually disappear by melding with trees and plants. They do not, however, deal well with extreme temperatures and they are particularly susceptible to extreme heat and flames. All nymphs possess the ability to use earth elemental magic. Their average lifespan is 150 years. Due to their close connection with nature, nymphs are highly attuned to the changes in the environment and many are increasingly affected by the fading Heart of Aetheria.


    Pros:


    ❧ able to commune with nature
    ❧ can meld with plants as a means of restoration
    ❧ immune to plant poisons

    Cons:


    ❧ weak against fire/heat
    ❧ obligate vegetarians
    ❧ one of the most heavily-impacted by fluctuations in the world

  • Originating in the forests and foothills of what is present-day Luras and Ventha, satyrs haven’t spread quite as quickly as other races. Fond of their homeland, many satyrs remain in the forested glens along the Luras-Ventha border, populating the vast commune of Briar Glen. It isn’t uncommon to find satyrs venturing to other cities, though many are merely travellers and choose ultimately to return home to their familiar and much-loved forests.

    Perhaps the most easy-going of all the Aetherian races, satyrs cherish leisure and frivolity. Even when under stern imperial rule, they opted to share their resources, living communally-- which has gone largely unchanged with the shifting of governments. Indulgence is encouraged within their communities, and many satyrs do not take a single committed partner but pursue intimacy and romance freely. Despite not having standard families by many races’ standards, they raise their children in large social groups with each member of the community having a role in a youngster’s upbringing.

    A nature-loving people, satyrs live simply and are well-adapted for such lives. Agile and sure-footed, they are skilled climbers and impressive jumpers. Compared to other races, they are an average size, with heights ranging from 5-6 feet. Skin and fur colour vary wildly, as does tail length and horn/antler size and shape. Facial features vary between individuals, some having more caprine features, but all satyrs have large ears and acute hearing.

    Satyrs possess keen senses and are generally quite dexterous. They eat a largely plant-based diet but have very few limitations on what they will try. Due to their indulgent nature, satyrs can come across as lazy or unstructured. Because they largely pursue their interests on whims, some can be rather unreliable, often changing plans at a moment’s notice. They tend to be charismatic and friendly, equally welcoming to both friends and strangers alike. Their average lifespan is 80 years.


    Pros:


    ❧ dexterous
    ❧ skilled climbers and jumpers
    ❧ keen senses

    Cons:


    ❧ generally chaotic
    ❧ few affiliations
    ❧ lower inhibitions


Magic

Elemental Illusory Restorative Runic Subliminal Notes


  • ❧ Fire - ranging from lethal blasts to small hand-held flames​
    ❧ Water - create showers, floods, or even ice shards​
    ❧ Earth - split the ground beneath an opponent's feet or call for botanic aid​
    ❧ Air - summon winds at gale force or just a gentle breeze​

    Elemental magic can be used for a myriad of purposes both in and out of combat. Popular in many professions and trades, elemental magic is one of the most widely-used and desired. No implement is needed to call the elements to one’s aid, but it can greatly aid in concentration of magic.

    Most anything can be done with elemental magic -- within reason. Ask for clarification if needed.

  • ❧ Light - creating blinding flashes and dazzling displays​
    ❧ Shadow - manipulate the shadows and fade away​
    ❧ Glamour - change appearance through use of illusion​
    ❧ Projection - project ethereal phantoms of people, animals, or objects​

    Illusory mages are masters of visual manipulation and, while some are loved for stunning displays and performances, others are viewed as untrustworthy. The use of light enables mages to create environmental illusions, similar to a mirage. They are also able to create dazzling bursts of light, from simple sparks to illumination, to searing, blinding bursts of light. Those who manipulate shadows are able to stretch and bend darkness for easy concealment, as well as create shapes and figures within the shadows.

    Glamour mages are able to change their physical appearance by donning a sort of magical veneer, changing something as small as a crooked nose or eye colour to something as complete as taking on the appearance of another person altogether. Glamour spells are highly convincing, however, they are not tangible. (If someone were making themselves appear taller, a person could wave a hand through the top of their head, etc.)

    Projections are somewhat similar to glamour spells in that they are an ethereal creation projected by a mage-- they cannot be touched, but they can be highly convincing. When projecting, a mage can create an image of a person, animal, or object that is controlled by the mage. Controlling a projection takes considerable concentration, as all movements and actions (such as a person running) must be visualized by the mage. Those highly skilled in projection are also able to create sounds and voices to accompany their projections. Projections must be cast within a twenty-foot radius of the mage using the ability.

  • ❧ Healing - heal wounds from tiny cuts to shattered bones​
    ❧ Channeling - draw power and vitality from one person and give to another​
    ❧ Purifying - cleanse poisons, venoms, and toxins​
    ❧ Enhancing - provide temporary but impressive boosts of vitality​

    Perhaps the most desired mages are those who practice restorative magic. No matter their specialization, restorative mages are in high demand all over Aetheria-- but nowhere more so than in the Imperial Forces. Restorative magic, particularly the healing element, is one of the most difficult magics to master. Healers must study anatomy and medicine as part of their art, as they must know how to instruct a wound to heal for their magic to be effective. It should also be noted that healing is not usually a one time affair, especially for serious wounds. The more severe the injury, the more healing is needed and must often be performed in several successive sessions.

    Purifying is the art of nullifying poisons, venoms, and toxins. That said, mages may only purify what should not be-- that is, while a purifier may help negate the effects of a plant poison in a person, they cannot prevent the plant from being poisonous itself.

    Channelers are able to transfer magical energy from one party to another. This is done through skin-to-skin contact, usually by clasping hands. A mage may only channel from those who are willing to give up magical energy, though that energy may be given to any recipient. Often, it is used to revitalize weary mages during healing or combat.

    Healers and purifiers benefit from magical implements, but they aren’t a strict necessity.

  • ❧ Offensive - gain increased strength, speed, and durability​
    ❧ Defensive - summon arcane shields to defend yourself and others​
    ❧ Warding - create wards that alert their creator to movement or magic​
    ❧ Enchantment - imbue inanimate objects with arcane power​

    Favoured by soldiers, workers, scouts, and inventors, Runic magic can imbue items with increased or specialized powers, increase a person’s physical prowess, generate impressive defense, and create arcane wards to aid in detection. Offensive and defensive magic are used without implements, though runic tattoos can help increase spell abilities. Offensive magic can increase a user’s physical strength, speed, and general constitution. Defensive abilities include the summoning of various forms of shield that can endure both physical and magical damage.

    Enchantment and warding are often skills of academics who delight in the creation of magical objects. Wards are small magical sigils, often created on paper or small stones, that can be used to serve a myriad of means. They may be used to detect the use of magic, alert someone of movement, or even to help dispel illusory magic. Enchantment imbues inanimate objects with arcane power, giving them unique or specialized properties. (e.g. a sword that is preternaturally sharp or a book in which the contents are revealed only if a reader knows the spell to display them, etc.) An implement must be used for enchantment.

  • ❧ Soothing - calm agitation, fear, or sorrow and win trust more easily​
    ❧ Agitating - create discord and feelings of animosity and aggression​
    ❧ Alteration - temporarily alter thoughts and memory​
    ❧ Hypnosis - heavily influence the minds of others​

    Mages who use subliminal magic are often among the most mistrusted-- and not without reason. A highly skilled mage can utilize these abilities almost wholly undetected. Masters of mental manipulations, these mages do sometimes use their abilities for good, but many apply them for their own means. As such, laws are in place that attempt to restrict the use of subliminal magic in official or legal matters, though they are difficult to enforce. Such a skill does come with a steep learning curve, making subliminal magic the most difficult to learn and use effectively.

    Soothing magic can be used to calm anger, agitation, fear, sorrow, and anxiety, often making a person less guarded, more trusting, and less careful with words and actions. Likewise, agitating magic can create tension, fear, anxiety, and aggression. Agitating magic can be used to intimidate or instigate altercations and even full-on attacks. Alteration is used to temporarily alter or distort a person’s thoughts or memory, making it difficult to think clearly or remember past occurrences. Hypnosis is used to induce a trance-like state, allowing the mage to heavily influence thoughts and actions. No implement is needed, but a mage must be within a ten-foot radius of the target to these abilities effectively.


  • Please note that magic is limited to one branch of magic.

    Though mages are able to utilize all four aspects of their branch of magic, they are often only highly specialized in one with proficiency in another. For example, an elemental mage whose primary specialization is fire would excel in fire-related spells, and those spells would possess the most power. If their secondary specialization were air, they would be able to summon strong gusts and perhaps even small cyclones-- though air spells would not be quite as powerful. They may be able to manipulate small rocks or call a trickle of water from the sky but otherwise, their earth and water spells would be weak. This applies across the board to all forms of magic.

    Nymphs are able to use the earth aspect of elemental magic regardless of the branch of magic they use. They are not capable, however, of using fire magic.

    Listed below is a chart of racial magical proficiencies and deficiencies. A deficieny doesn't mean a race cannot use that branch of magic, but it does mean it doesn't come as easily. Proficiencies do not mean they do not have to work to master that magic, though it will come more naturally.

    Race
    Magic Proficiency
    Magic Deficiency
    Centaur
    Elemental
    Subliminal
    Goblin
    No pro.
    No def.
    Horned
    Runic
    Illusory
    Human
    Runic
    No def.
    Lamia
    Illusory
    Elemental
    Nymph
    Elemental - Plant
    Fire/Runic
    Satyr
    Illusory
    Runic



Characters

Player Characters NPCs CS Code & Guidelines Art and Credits

  • We will announce accepted characters on April 22nd. If/when your CS is accepted, it will be placed here.

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  • Code:
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    display: inline-block;][SIZE=26px]CHARACTER NAME HERE![/SIZE]
    [SIZE=15px](Race/Other Detail) | (Age/Other Detail) | (Home Nation/Other Detail)[/SIZE][/div][/CENTER]
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    [div=display: inline-block; font-weight: bold; color: #000000;]Nickname:[/div] (if applicable)
    
    [div=display: inline-block; font-weight: bold; color: #000000;]Race:[/div] (Character's race.)
    
    [div=display: inline-block; font-weight: bold; color: #000000;]Age:[/div] (Character's age.)
    
    [div=display: inline-block; font-weight: bold; color: #000000;]Home Territory:[/div] (Character's home territory.)
    
    [div=display: inline-block; font-weight: bold; color: #000000;]Profession:[/div] (Character's profession.)
    
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    [div=display: inline-block; font-weight: bold; color: #000000;]Romanceable:[/div] (WELL? Yes or no.)
    
    [div=display: inline-block; font-weight: bold; color: #000000;]Artist:[/div] (Include credit for FC artist, if applicable.)[/div][/div][/div]

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    Bio: (Brief bio, 1-2 paragraphs. Please include the reason why your character joined the rebellion.)
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DinoFeather

Depressive Goblin Nightmare Boy
DONATING MEMBER
Roleplay Invitations
Group Roleplays, One on One Roleplays, Private Convo Roleplays
Posting Speed
A Few Posts a Week, One Post a Week
My Usual Online Time
Evenings, mostly.
Writing Levels
Adept, Advanced, Prestige, Adaptable
Genders You Prefer Playing
Male, Female, Androgynous
Playing Style- Passive or Aggressive
I prefer having equal feedback/contribution from all parties involved as I feel it makes for better storytelling.
Favorite Genres
Low/High Fantasy, Medieval Fantasy, Historical Fantasy, Sci-Fi, Victorian-Era, Grimdark, Gothic-Horror, Supernatural (not the show), Limited Fandoms, Magic, Adventure.
Genre You DON'T Like
Strictly Romance, Most Modern, Most Slice-of-Life, Most School-Based Plots, Anime, Zombie Apocalypse
#2

Kholas Abalyshevska
Goblin | 33 | Taitelle
NAME

Kholas Abalyshevska

NICKNAME

Kho
Sunshine (Used exclusively by Linnae)

RACE

Goblin

AGE

33

HOME TERRITORY

Taithros, Taitelle

PROFESSION

Healer; Organizer of Rebel Remains

DESCRIPTION

Tall for a goblin, Kholas stands just over five feet in height, though he still is comparably small to most other denizens of Aetheria. His complexion is green-toned with darker markings over his head and back. Vast, bat-like ears protrude from the sides of his head, with his right ear bearing several piercings. Though he has a flat and rather serpentine nose, the rest of his features are sharp and angular, giving way to dark, silken fur around the edges of his face and jaw. Bright orange eyes are often lined with kohl, a trend shared by many goblins from Khal Miras.

Possessing a small and lightweight frame, Kholas highly favours dexterity over strength, though he certainly doesn't look the part of an athlete. Perhaps somewhat unbefitting a healer, he wears his clawlike nails long, though they are kept meticulously clean. Generally well-groomed, he is fond of darker, heavily-saturated coloured garments, which are sometimes accented with small "souvenirs" from his work. A large, carved wooden skull can generally be found lashed to his right shoulder, the enchanted stone inside serving as a magical reservoir of sorts.

PERSONALITY

Though not as callous as he might have you believe, Kholas isn't exactly overflowing with warmth and generosity. Perhaps the kindest word one would use to describe him is "incisive," though most would settle for something closer to "acerbic." Results driven, Kholas is tireless in his work, be it his practice of healing, his research, or his efforts with the rebellion. With a record of achievement he has no intention of relinquishing, Kholas is relentless in pursuit of his goals. Shrewd, clever, and confident in his own abilities, the goblin can sometimes come off as conceited, though he has the ability to back up his claims. He has little patience for those he perceives as close-minded or melodramatic-- and even less patience for those who cannot say what they mean. Though not the kindest or most morally upright individual, Kholas can always be relied upon for honesty or a practiced hand in matters of healing.

BIO

Born and raised in Khal Miras, Kholas was fortunate to discover his magic abilities early on. Tireless study and relentless practice saw him rise quickly through academies and gain entrance to the prestigious Magesteria Academy in Taithros, first as a student and again as faculty. While his main focus was magical medicine and healing, he also began extensive research in channelling abilities. Afflicted with an unknown ailment that causes periodic pain, fatigue, and weakness, he was sometimes forced to rely on others to provide him with magical energy when his skills as a healer were needed. Wishing to be more self-reliant and to contribute to the collective knowledge of the Academy, Kholas threw himself into his work on developing methods of storing magic.

With a partial success, his research was deemed to be of great interest to the Empire, and he was given extensive resources and a team to help him further develop his magic "reservoirs." It was through his research that he discovered shards of the guard stones were still preserved in the Academy, and also how he first met Kiernan. Academic interest turned to friendship, and Kholas began aiding Kiernan in his efforts to better understand the guard stones' relationship to the Tree and its magic. When messages of blight and fading lands reached Taithros, Kholas was quick to back Kiernan's claims and support his rebel cause. Because of his staunch and outspoken support of the known rebel leader, Kholas was forced to flee the Academy when Kiernan was arrested, leaving his work behind.

Though it took some time to regroup with Linnae, an unlikely friend introduced to him by Kiernan, Kholas vowed to carry out Kiernan's vision of restoring the Tree and eliminating the Taitellen Empire.

MAGIC

Restorative - Healing & Channeling

SKILLS

  • Anatomy and medicine
  • Planning and information-acquisition
  • Potion and poison-crafting

STRENGTHS

  • Exceptional healer
  • Resourceful and quick-thinking
  • Relentless in pursuit of goals

WEAKNESSES

  • Lacking physical strength and periodically enfeebeled
  • Routinely overworks himself
  • Sardonic and abrasive

ROMANCEABLE

Yes

Artist:
Nicholas Kole

 
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Lillian Gray

Craft Master
DONATING MEMBER
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All day every day
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Male, Female, No Preferences
Playing Style- Passive or Aggressive
Both, I prefer to have aggressive partners.
Favorite Genres
Fantasy, Romance, Medieval, Action, Magic, Sci-fi
#3

Linnae
Of Aquifoliaceae | 75 | Estura
Name:

Linnae Ilex Aquifolium of Aquifoliaceae

Nickname:

Holly
Brambles (used exclusively by Kholas)

Race:

Nymph

Age:

75

Home Territory:

Outskirts of Caelora, Estura

Profession:

None

Description:

For a nymph of her species, Linnae is somewhat stunted in height, being only 5'3" from her heels to the branch like 'hair' on her head. She blames it on the current situation with the guard stones. Her skin is soft, and closer to actual skin than bark, and a pale olive in color. Linnae has dark ruby red eyes. At first glance, she does appear more humanoid than some of her brothers and sisters, although the supple twigs coming from her make it apparently plain that she is anything but human. During periods of growth, short green leaves sprout from the twigs and sometimes produce small holly berries.

Do not eat the berries. Holly berries are poisonous and Linnae will be annoyed.

Personality:

Years of witnessing the destruction and vandalism of the Forest of the Ancients, and its precious Heart, have made Linnae wholly distrustful of all races and left her with a vehement opposition to Taitellen rule. She regards strangers with skepticism and often times an air of hostility that does not go unnoticed. To friends and allies, Linnae is actually quite relaxed and temperate in nature, although it takes time before she considers a person to be close enough to be called as such.

The Nymph is not cruel. She is guarded, cautious, and harbors feelings of disapproval not unlike those living within the larger capital cities of the five greater nations. However, it can be difficult to see past her initial persona. Once allied with Linnae, she is incredibly loyal and wants nothing more than to provide whatever assistance she can. Then - she is friendly, warm, and would do nothing short of take an ax to the arm to see her family safe.

Bio:

Linnae was born not long after the removal of the guard stones was deemed necessary, and was a young sprout of a nymph when they were removed from the innermost center of the Forest of the Ancients. She claims to have few memories of the event, blocking them out from the chaos within the communities of nymphs in the wooded areas around and within the forest. But that claim is a lie. Watching, feeling it in the dirt and in the trees, as men came and shattered the enigmatic stones. That kind of horror as the very world she knew fell apart bit by bit, those kinds of memories were impossible to forget. She could feel the effects in the years after whenever she ventured too far from the forest itself, and at first she brushed it off as nothing more than discomfort being so far from home. But the lethargy, the rumors from the far reaching isles, Linnae found it too difficult to ignore. It wasn't until almost two decades later she met a most curious man, a teacher.

He explained how he felt he had made a grave mistake in helping to remove the guard stones, and she felt inclined to believe him, but offered no help. Had less time passed, she might have held enough fury to end the man's life right then and there. Unfortunately, he was found and taken to Taitelle before he was able to carry out the vaguely detailed mission he had shared with the nymph. The then curious Linnae followed. In the years that followed she met his student, Kiernan, finding his company to be tolerable despite the city he hailed from. Linnae began to spend less time near the center of Aetheria, and more near the outskirts of the very city she hated. In time, she was introduced to Kho, and an odd friendship was formed. The rest, was history.

Magic:

❧ Illusory - Projections & Shadow
❧ Elemental - Earth

Skills:

❧ Gardening
❧ Botany
❧ Deception

Strengths:

❧ Devoted ally
❧ Attuned with nature
❧ Physically strong despite small stature

Weaknesses:

❧ Distrustful of strangers
❧ Declining health tied to the Heart of Aetheria
❧ Highly susceptible to heat and flame

Romanceable:
Sure if you want to bark up that tree...

Art:
Credit to SEPHITROTH ART
 
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Rosé Moon

Blissfully Nihilistic
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
Several Posts a Day, A Few Posts A Day, One Post a Day, A Few Posts a Week
Writing Levels
Intermediate, Adept, Advanced
Genders You Prefer Playing
Male, Female, Androgynous, Primarily Prefer Female
Playing Style- Passive or Aggressive
Passive aggressive? I can lead but I like it to be in turn.
Favorite Genres
Fantasy, high-fantasy, sci-fi, post-apocalyptic.
#4

Velrox Celroma
Horned | 32 | Taitelle
NAME

Velrox Celroma
NICKNAME

Rox
RACE

Horned
AGE

32

HOME TERRITORY

Portwatch, Taitelle

PROFESSION

Musician; Rebellion #distraction force

DESCRIPTION

If you can imagine how a flamboyant accordion player might look when adorned with horns and hoofs, you have have an idea of how Rox looks.

Alabaster painted skin, and onyx hooves, horns and fur. The contrast was eye-catching, and something she used as flourish often. The fur that she wore along her torso was long and wavy, to the point that it nearly seemed to blend in with the nest of hair of wavy locks that adorned her head, albeit, the fur was naturally more thick. This fur lines her collar bone, shoulders, and the top of her breasts, effectively covering her for the most part. The fur also descends to a point on her spin half way down her back.

For the sake of decency, even though adequately clad with her fur, Rox will often wear a bright sash around her waist.

Rox's face is whatever the antithesis of a cherub might be. Instead it is more akin with the typical nymph. She has sharp feature, high cheek bones, and doll like eyes that house leaf colored gems for eyes. Her looks are something she isn't afraid to take use of in her public job as a musician.

Her lower body is completely scathed in the same, long and flourishing fur that covered her chest; from a navel to hoof.

PERSONALITY

Rox knows she has a role to play, as a musician who need to avert expectation from her actual role as a rebel, more often than not this fake personality she uses on stage sticks around, even when off of the stage. Because of this, too most, she might come off as self-centered, entitled and spoiled. However it is only an affect of her dedication to the job of pulling attention away from Rebel movements. In actuality, Rox is headstrong, and stubborn. Also reluctantly selfless. Unafraid to tell someone their idea is stupid, but undyingly supportive to assist to a fault.

BIO

Like most Horned, Rox was originally from the mountain, and Wyndfel. Specifically, Karste. There was a time when the Horned woman knew nothing of a rebellion, or any reason for their to be one. She, like a great many other Horned, was apart of a large family. This included a husband, and an expectant child. However, the homely, family-fulfilling life was stolen for her. Including the life of her unborn child. To her knowledge, none of this had anything to do with anything outside of natural accident. Her husband died during a hunt, and her child passed during complications of childbirth as an effect of the stress related to her husbands passing.

Rox had been rather young, only eighteen, and the point in her life when all this had transpired and drought in depression she was faced with a choice. Staying in Karste made every day seem nearly impossible to face, and she feared if she stayed it would make her go catatonic, or commit some unspeakable act of self destruction. Or, she could leave. Something somewhat unimaginable for the family oriented Horned. Leave all of her family behind in the sake of her mental survivability.

So, she left.

She left her mountain home, and her life in Karste became a completely separate life. She took up the nickname, 'Rox', and found herself in the hospitality of a traveling carnival, and band within it. The traveling, party-like nature of the carnival was just what her mind needed. She found herself pulling her weight in the traveling group by learning an instrument and performing as the musical entertainment. This was how she learned to play the accordian, as well as perform small magics, namely illusionary and subliminal. It was thanks to this, that she was able to move on.

Years passed, the carnival disbanded, and they all went their separate ways. "Rox" began acquiring a name, and notoriety as a musician by traveling from town to town and performing for crowds with her accordian, and a combination of tap dancing with the use of her hooves. To her utter surprise, between her above average looks and ability as a performer... she became quite the name, at the very least locally.

Then she heard the Empire had actually started making moves towards 'removing' Guard Stones. It wasn't something she was too knowledgable about, but she was always moving. Always creating a large life, as if trying to fill some void. So, she began traveling closer to the capital, making an actual home in Portwatch to cement her location. It was around this time she became involved in the Rebellion and began 'facing' for Rebellion meetings. The name 'Rox' had made for herself before joining the Rebellion had made her a great scapegoat. Sure, she attracted a crowd, but that made it easier for Rebels to blend into a crowd, and give them an excuse for colelesting in the same place. So this became her life. Perform, travel where the Rebellion asked her to, and play loud enough that no one would any the wiser. So, she wasn't surprised when she got the letter.

MAGIC


Illusory - Light and Glamour
SKILLS

  • Musician - Accordian
  • Tap Dancing
  • Cooking
  • Lying
  • Persuasion
STRENGTHS

  • Loyal to a fault
  • Coordinated
  • Strong Footed
WEAKNESSES

  • Not incredibly, physically strong
  • Hot headed
  • Quick to act for others when angry
ROMANCEABLE

I feel like saying no only limits creativity, so of course.

Artist:
Avera of Light, on Deviant Art

 
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Jorick

Magnificent Bastard
DONATING MEMBER
Roleplay Invitations
Not Taking RP Invites at this Time
Posting Speed
One Post a Week, Slow As Molasses
Writing Levels
Adept, Advanced, Prestige, Douche, Adaptable
Genders You Prefer Playing
Male, Female
Playing Style- Passive or Aggressive
Usually aggressive, but can switch to passive if it makes sense for the character/scene.
Favorite Genres
Fantasy is my #1; I will give almost anything a chance if it has strong fantasy elements. Post apocalyptic, superhero, alternate history, science fantasy, some supernatural, romance, and a few fandoms (especially Game of Thrones) are also likely to catch my eye.
Genre You DON'T Like
Horror, western, pure slice of life.
#5

Kacius Liro
Horned | 27 | Karste, Wyndfel
Name:
Kacius Liro

Race:
Horned

Age:
27

Home Territory:
Wyndfel

Profession:
Nothing has kept his attention long enough to become his singular profession. Most recently, he has been a combined guard/cook for a merchant caravan.

Description:
Kacius is a red-skinned Horned, and the namesake horns curl back over his head such that he could probably hide them with a hood or large hat if he were so inclined. He's a tall and lanky fellow, the sort who seems thin to the point of emaciation on first glance, although he is in fact in decent shape. His eyes are a more vibrant red than his skin, he keeps his hair fashionably tousled and cut a bit shorter than shoulder length, and he has a thin goatee that ends in a short and well-kept beard. He has a wide variety of tattoos all over his body, including some very odd places like the palms of his hands, but he usually wears covering garments and doesn't flaunt his body art as some are wont to do.

Personality:
The two words used most often to describe Kacius, depending on how positively inclined toward his antics the speaker happens to be, are playful and mischievous. He is always handy with some kind of joke or quip, sometimes at the expense of others around him, but always with the intent of spreading joy and humor to those around him. It doesn't always work, but Kacius generally pays little attention to people being annoyed because that sort of negativity isn't even worthy of his notice. True to the nature of his people, Kacius tends to become (sometimes overly) friendly with everyone around him and aims to make them all one big happy family.

This effort generally isn't perfectly successful, in large part due to Kacius himself. Jovial and friendly though he may be, he often grates on people's nerves, especially if they tend to be more introverted types. His flippant disregard for people being irritated with him, which can sometimes verge on narcissistic delusions that everyone adores him even as they give him murderous glares, leaves many a ruffled feather in his wake. He is an arrogant and prideful creature, and he can almost never resist the urge to compete with others to prove that he is better than them at anything and everything.

Bio:
Kacius was born in Karste, a town of sorts in Wyndfel, and his childhood was rather standard... up until he ran away from home at the age of 12 to join a traveling troupe of entertainers that had passed through that same day. They returned him home against his will, but the burning desire for adventure and excitement had already been lit inside of him and nothing could put it out. His parents were worn down so thoroughly by his constant babbling about needing to travel the world and see everything that when another group of performers came through Karste a couple years later they allowed him to join them and leave home at a rather young age. The young Horned stayed with them for four years and learned quite a lot along the way, including everything from how to cook a decent meal to how to make use of his natural magical inclinations that had laid mostly untouched for all of his life thus far. However, his thirst to see and experience differenet things eventually made him leave their company and settle into life in Taithros.

Life in the city agreed with Kacius just as much as life on the road. He flitted from on brief stint of employment to the next, working odd jobs rather than finding a proper career, and he cycled through everything from basic criminal thug work to backbreaking menial labor to basic leatherworking to scribe work to pretending to be a wealthy merchant from Wyndfel to bilk ludicrous sums of coin from moneylenders. The not-so-legal work tended to be very lucrative, but he maintained a humble lifestyle and instead poured that gold into getting special runic tattoos made and crafting enchanted objects for his own use. After a handful of years in the imperial city, Kacius started taking on jobs that brought him out into the wider world once more. Rumors of rebellion had been whispered in dark corners, and he saw firsthand many of the reasons why people were less than pleased with Emperor Petros' reign. In 288 TE, after passing through an eerily empty village that had been full of struggling folks a mere two years prior, Kacius decided that he had to do his part to make the world a better place, and that clearly meant working against the Emperor. It did not take him long to find like minds, and ever since then he has been quietly aiding the rebellion while pretending to be just another man taking whatever work he can find to make ends meet.

Magic:


  • Runic Mage: Offense primary, enchantment secondary.
  • Runic Tattoos: A series of completed tattoos, mainly on his arms and legs, that enhance his ability to boost his own strength and speed. He has some tattoos to aid with enhancing his constitution as well, but those are less extensive and still need more work done to get them up to par with the other sets.
  • Enchanted Daggers: Five daggers of visibly different styles enchanted to fly back (hilt first) toward Kacius' hand when he activates one of the set of five matching runes tattooed on each wrist.
  • Firestarter Gloves: A pair of leather gloves enchanted to both resist wear and tear and to mimic the spray of sparks from flint and steel when the wearer snaps their fingers.
  • Starlight Cloak: A cloak encanted such that pinching a particular spot near the neck will make the inside turn jet black with twinkling lights like stars dotted around it. Used primarily to entertain children.
  • False Dagger: A dagger hilt enchanted, with aid from an illusion mage, to look as if it has a real and very sharp blade, but in fact has only an illusion in place of a blade. Also used mainly for entertainment.

Skills:


  • Dagger Expertise: Throwing, stabbing, slashing, and some fancy twirling flourishes for style.
  • Entertainer: Juggling and precision knife throwing.
  • Intimidating Glare: Despite his normal cheerful persona, years of acting and professional thuggery have given Kacius a very effective glare that seems all the more powerful given the contrast to his normal attitude.
  • Camping Experience: Setting up/taking down tents, finding other shelter, building fires, foraging, cooking passable meals over an open flame, etc.
  • Amateur Actor: Better than the average bloke, but not amazing, at lying and storytelling and creating disguises.

Strengths:


  • Charmer: His natural charisma and experiences from years working with everyone from the destitute to the lower rungs of nobility have made him quite adept at getting people of all sorts to like him.
  • Adaptable: Those same years of varied experience also made him ready to take up new tasks at a moment's notice without complaint, and generally do a decent job at them as well.
  • Dexterous: Natural agility improved by his years as an entertainer and some moonlighting as a thief.
  • Hardy: As a Horned, he is naturally fairly resilient and doesn't mind the cold.

Weaknesses:


  • Pride: His pride and arrogance borders on full blown narcissism.
  • Highly Competitive: Kacius will compete with others in almost anything, especially if he decides his pride is on the line.
  • Built For Agility: Being thin and agile as he is, physical strength is most certainly not his forte.
  • Mentally Defenseless: Low level subliminal mages have found Kacius to be a very pliable subject for their skills. A master of the subtle arts could play him like a fiddle.

Romanceable:
Yes.

Artist:
Character art by Charlotte Sandmæl.
 
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Red Thunder

A Warrior in a Garden
Roleplay Invitations
Not Taking RP Invites at this Time
Posting Speed
A Few Posts a Week, One Post a Week, Slow As Molasses
Writing Levels
Adept, Advanced, Prestige
Genders You Prefer Playing
Male, Female, Primarily Prefer Male
Playing Style- Passive or Aggressive
Both/Either
Favorite Genres
Fantasy, SciFi, Modern, Magical
#6
Pan Tall-Bones
Satyr | 21 years | Wyndfel
Name:
Pan Tall-Bones

Race:
Satyr

Age:
21

Home Territory:
Wyndfel

Profession:
Miner

Description:
Pan towers above his Goblin peers but is himself of unremarkable height at 5’7”, though his profession keeps him solid and strong. His exposed skin tone tends to the light tan, while his fur tends toward a walnut brown. Scars shallow and deep etch his skin, as a smile perpetually etches his face.

While he goes about in mining leathers on the usual, Pan does wear a mixture of hide and heavy bark armor to fend off the more territorial, mountain dwelling creatures that occasionally seek to win back the caves the mining Goblins intruded upon.

Personality:
Pan is almost a prototypical 'good-ol-boy’. Raised to seek out those in need and aid them where he may, he is patient and trusting. That trust comes easily but is re-earned painstakingly, and he has no use for liars. His strong sense of justice has more than once prevented him from coming to a point of empathy, and bridges have been burned because of it, and sometimes literally. Mostly uneducated but a hard worker, and with an almost unerring sense of direction, Pan has made himself an asset to his adoptive family

Bio:
Raised from birth in the little regarded Goblin mining village of the Heights in the Black Mountains between Estura and Wyndfel, Pan Tall-Bones was born to a refugee Satyr woman fleeing a fear she refused to ever name. He never knew her, she having survived his birth only long enough to wean him, leaving an old Goblin maester to adopt him and raise him with his daughter. Yigwit the Maester taught him as much as he could about mining, and Pan became valued in the community for his size, being therefore much more efficient than the average Goblin at their mining. Moreover, he was far a more threatening presence to the cave dwelling predators and mountain stalking monsters than his fairly short family, which only made him more popular.

Yigwit called Pan into his hut one day with a grave expression. The world was dying, he said, and its one vocal proponent had been killed for daring to say something about it. Pan, furious at this injustice, asked how it was Yigwit even knew about all this. The Maester, it seemed, had been in contact with Kiernan, the man in question, and being something of an expert on all things Stone, had been advising him on the subject. Moreover, Yigwit explained, Pan's foster-sister Periwinkle had discovered the week previous a metal that enhanced twofold the effects of runic magic that it was charged with. The rebellion, what remained of it, could surely use the material in their weaponry, Yigwit surmised, but they had to know about it. Pan accepted his task willingly, and packing his bag with two samples of the metal, one blank and one charged with defensive wards, supplies, and strapping an axe forged by Periwinkle to his back, he set off for Taithros.

Magic:
No magic

Skills:
Pan is a miner by trade, so his skill set mostly falls under that purview. He is also reasonably handy with weaponry, if never properly trained.

Strengths:

• Strength (literally; breaking and hauling rocks for a living will do that)
• Agile climber
• Proficient and creative cook (to a goblin palate, anyhow)

Weaknesses:

• Struggles understanding anything more complicated than a wheelbarrow
• Uneducated and mostly illiterate
• Ignorant of the world beyond his borders

Romanceable:
...Yyyyyes?

Artist:
https://cdnb.artstation.com/p/asset...a-bonacini-schizzi-uomo-bestia.jpg?1492373841
 
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Nemopedia

Storms lie. A breeze it becomes. A breath it ends.
SECURITY DEPARTMENT
The blubbing encyclopedia
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
Slow As Molasses
My Usual Online Time
GMT +1/2 | CET/CEST | Random, mostly on my phone
Writing Levels
Intermediate, Adept, Advanced, Adaptable
Genders You Prefer Playing
No Preferences
Playing Style- Passive or Aggressive
Both, depending how much there is going on already.
Favorite Genres
Tragedy, Psychological, Historical, Steampunk, Mystery, Thriller, Sci-fi, see tag list for more...
Genre You DON'T Like
Romance
#7
Moysei Pyre
Human | 53 | Taitelle; Taithros
Name:
Moysei Pyre

Nickname:
(Professor) Pyre (most common), Sei

Race:
Human

Age:
53

Home Territory:
Taitelle; Taithros

Profession:
Professor of Pyromagic studies and related at the Magisteria Academy

Description:
Like any human Pyre stands on two legs, has two arms and a head. Standing 6’0 feet tall Pyre is considered average-sized amongst his fellow human beings, though he knows that he is in far better shape than most of his peers. With a spark in his deep set dark eyes one knows that there is always mischief in Pyre’s mind, a signature of the child that forever remains in his heart. With equally as impressive eyebrows to go along with Pyre still hasn’t lost the main features he was so celebrated for in his twenties.

Though suffering from the signs of age Pyre doesn’t let it deter himself from his confidence in his appearance. While his once deep brown hair has now turned silver Pyre still allows himself to indulge in some vanity when it comes down to the maintenance of his hair. Under careful watch he grows his hair long just as his facial hair as he likes to maintain a wild, but presentable look.

His trademark is, however his chest. A large circle in which a pentagram is carved. When asked about it Pyre likes to dismiss it as a silly thing from his youth, but he is too awfully proud over the mark to cover it up. It always peeks through his shirt one way or another, though Pyre often uses the excuse that there is simply no more fabric to cover him anymore without suffocating him. Whatever the meaning, it is there.

Personality:
Like all humans Pyre is a thrown together personality of contradictions. Mischievously childlike, but aged wise all the same, vain but grounded, and confident, but also humbled by and through time. There are so many more words to describe the man, so many faces that he puts up, for students, colleagues, friends, loved ones… No one can quite agree who Pyre really is and perhaps that is the crux of it all. To his students he is a passionate mentor and teacher. Eager to teach and show all the knowledge he houses, enthusiastic and ignitable. Professor Pyre is not meant for those who take their time, and there have been many who were unable to keep up. He doesn’t repeat and for that he is celebrated as well as despised. To friends Pyre is that one friend who never quite grew out of their wild phase. The one who is still chasing a youth they have long lost. And so it is only natural that Pyre has lost just as many friends as students because of changing paths and views.

There is one thing everyone can agree to, however and it is one thing that professor Pyre is known for in the academy and beyond. Pyre has a morbid love for fire. Not an admiration, or captivation, it is a complete and utter infatuation for the element. It is uncommon for there to be a fire without finding Pyre nearby. And perhaps that is the best way to describe Pyre; a burning fire that can only go higher and higher until it has consumed all, and then sizzles down into nothingness. However, let it be clear that Pyre is far from sizzling down.

Bio:
Born and raised in Taithros Pyre grew up in the middle-class, comfortable in business and never having to go hungry, but never noble enough to be considered worthy of any title or class. It allowed him the position to set out and find what he truly wanted to do, another thing he was fortunate enough to have found at a young age.

That interest he found in fire. It all started with a candle, then a candle in bed (for which his mother properly punished him for) and from there it all (d)evolved into an obsession. It was only luck that his parents put him into the Magisteria Academy when they did, for it was within the walls of the academy that Pyre could unleash all of his ‘fire’. It was to no surprise hat Pyre was soon known as a problematic student with a habit of starting a fire. Pyre proved himself to be an excellent student, contributing into the pyromagic branch and graduating top of his class. With promises of more research and fire Pyre remained at the academy, taking up a position as an research assistant and supporting in lessons and demonstrations. However, it all quickly bored him and at some point just after the proposal of the Sovereignty Treaty he set out to ‘broaden his horizons’ and further his pyromagic studies elsewhere. A relief for many as no one was sure just how much more of Pyre’s ‘experimental’ fires the academy could take.

What Pyre did between that time no one knows. Suggested is that he joined a cult, or that he sold his soul to the devil, looser tongues even suggested that he had joined Kiernan’s rebellion. That it was wild and adventurous is clear. With Pyre’s return into the city he had many wild stories and a scarred mark on his chest. And while he pops many of his stories at random he remains secretive of what he really did. If ever asked Pyre simply responds that travelling was a true eyeopener to the world and that he was ready to resume his job at the academy.

For those who are in the know it is clear what Pyre did, they know that two of the rumours are true and one is false. It was no simple coincidence that Pyre returned to Taithros on the day of Kiernan’s beheading.

Magic:
Elemental: Fire (first), Air (secondary)

Skills:
(Pyro)Magic; as a professor at the prestigious Magisteria Academy it can be assumed that Pyre is (extremely) adept at magic and at the very least has considerable knowledge on the subject.

Cooking; with his years on the road and fire on his side Pyre has taught himself to improvise on meals and experiment with flavours. And where he was in awe over fire at first he also learnt to appreciate the dishes that are prepared with the help of fire.

Boatsman; despite water and fire not mixing Pyre has learnt how to manage a sail and steer a ship.

Strengths:
Adaptability; having spent almost a decade on the road Pyre is quite good at assessing and adapting himself in a situation. A common trait in humans, but one he has tapped into and sharpened through trial and error.

Dependable; when he says he will do something he will see it to the end. Burning bridges may come later.

Fit; despite his age Pyre is still quite fit, able to keep up on long travels. Though he has a few complains that comes with age he doesn’t suffer from anything that will get in the way from his current goals.

Weaknesses:
One track mind; for all the talents the man has Pyre is unfortunately stuck in a loop. What interests him interests him, what doesn’t simply won’t go in. It will be no surprise that Pyre has a hard time (re)focusing once something has caught his attention.

Presbyopia; an unfortunate side-effect of age is that at some point text just doesn’t come across as clear anymore. While nearsightedness is common amongst academics Pyre always has been blessed with good eyes. That was until he hit his forties and he realised that he had to keep scrolls exceptionally far from his face to be able to read.

Alcohol; irony has it that Pyre can’t drink the way he did when he was young. His liver simply won’t hold it and neither does the rest of his body. Age is coming fast and it is not looking good on the man who in a way still is in denial.

Romanceable:
If you want an old man. Personally it is a no.

Artist:
Alexei Konev - Artstation
 
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Spectre of the Fade

Lady of Unfinished Fanfic
DONATING MEMBER
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
A Few Posts a Week, One Post a Week, Slow As Molasses
Writing Levels
Intermediate, Adept, Advanced
Genders You Prefer Playing
Male, Primarily Prefer Male
Playing Style- Passive or Aggressive
Either. I'm very flexible when it comes to plotting, but I'm also willing to take the lead on determining roleplay direction.
Favorite Genres
Fantasy, Sci-fi, Modern, Apocalypse, Action and adventure, Steampunk, Dieselpunk, People with Powers, some historical eras, lots and lots of other things. Feel free to ask.
Genre You DON'T Like
Slice of life, high school, generic medieval fantasy, roleplaying as animals, pure romance
#8
Malik

Human | 34 | Stillharbour, Ventha
NAME:

Malik Shendoa

RACE:

Human

AGE:

34

HOME TERRITORY:

Ventha

PROFESSION:

Previously, loyal soldier of the Taitellen Empire. More recently, deserter.

DESCRIPTION:

Standing at 6'2", Malik is on the taller end of the human scale, with a stocky build that even a year on the run couldn't quite diminish. His stature has traditionally been useful, what with the longer reach that comes with it, but he's gotten into the habit of slouching and keeping his head down since his desertion. Standing out in a crowd when one is a wanted criminal is bad, after all. A pair of old scars mar the right side of his face; one cuts through his eyebrow and curves uncomfortably close to his right eye, and the other slashes down his cheek and through his signature black-and-silver goatee. His eyes are a pretty blue-green, pale green around the pupil that shifts into an icy blue around the outer edge of the iris. Black runic tattoos are usually hidden beneath the armor he wears far too often these days and the only other notable scars he bears are on his chest.

PERSONALITY:

Though the last few years have put a sizable dent in Malik's previously bold outward personality, there's no doubt that he remains an extrovert. He's patient and warm, the sort who makes a good listener and conversation partner...provided one doesn't mind his particular brand of blunt humor, of course. Malik was raised around sailors and dockworkers and spent his adult life surrounded by the common soldier - if someone is looking for politeness, manners, and a lack of cursing, they'd best look elsewhere. Something else that tends to come across soon after one meets Malik is his stubborn nature, as that stubbornness underlines many of the things he is and does. It makes him a dedicated ally and all the better at defensive magic. It also serves as the reason he spent so many years working for the Empire.

BIO:

Born to a pair of dockworkers in the ever-expanding port of Stillharbour, far in the south of Ventha, Malik had a simple and rainy childhood. When Malik recalls it, he usually tells of imagined adventures on the beach and watching all the comings and goings in the harbour with childlike wonder. When his parents recall it, they describe how adventurous and troublesome their son was with a fond sort of exasperation, and highlight his fascination with scaling Mt. Kinsae, which still looms threateningly over the island. Whichever version one chooses to believe, before Malik was twelve years of age he could tie an excellent whipping knot and had already collected a few scars.

The pressures of adulthood began to press more on Malik as he grew into his teenage years. After eight months spent working on the docks with his parents, Malik came to the conclusion that life in Stillharbour wasn't quite right for him any longer. At age nineteen, he decided to enlist in the military. Serving the Empire that managed to remove the guardstones sounded like a truly excellent idea back then, and Malik is grateful for that chance to pursue magic, but sometimes...he wishes he'd thought to stay in the city of his birth.

Five years after he joined the military, Emperor Ruslan was killed, and within a year the Sovereign Treaty was retracted by his replacement. Then only twenty-four, an apprentice Runic mage and a dime-for-a-dozen soldier, Malik had his first thoughts of rebellion. But he was a stubborn child that grew into a stubborn man, and he refused to abandon his choice of career. It took seven years of carrying out Emperor Petros' increasing cruelties on the population for Malik to snap and abandon the banner he'd faithfully served for so long. He was lucky enough to trip over the Rebellion a few months after his desertion, and threw himself into proving himself to them with all the fierce loyalty he'd previously had for the Empire. Subtle he was not, but he was a fighter, intimately familiar with the Empire's tactics and training. A useful asset. Then Kiernan was killed, and everything fell to pieces.

Malik has wandered for the year since, careful and cautious. It's dangerous to be a deserter in these times.

MAGIC:

Runic - Defensive, Warding
Runic Tattoos
- A set of three runes are inked across the outside of his left forearm to ease the summoning of his shield, and the backs of both his hands are each tattooed with a circle of defensive runes. The runes are functional, but artfully done; Malik likes to believe that form and function aren't mutually exclusive.

Warded Amulet
- Though it isn't so much an amulet as a smooth river stone hanging from a leather thong, it's marked with a ward which vibrates the stone whenever something moves within a short radius around Malik. He has to deactivate and reactivate it periodically to prevent the ward failing on its own.


SKILLS:

Magical combat, swordsmanship

Ropework

Planning and laying out fortifications & defenses


STRENGTHS:

Physically strong

High levels of endurance and general sturdiness

Dedicated

Patient, nearly unflappable

Considerate and empathetic


WEAKNESSES:

Too heavy for agility

Terrible sense of manners and propriety

Stubborn

As subtle as a sledgehammer

Worries about everything


ROMANCEABLE:

Yes.

ARTIST:

Marccus, on Tumblr.
 
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Doctor Jax

Lord of the Mice
BITE Fall Managers' Pick
Roleplay Invitations
Group Roleplays, Chat Roleplays
Posting Speed
A Few Posts a Week
My Usual Online Time
3PM CST - 9 PM CST
Writing Levels
Intermediate, Adept, Advanced, Adaptable
Genders You Prefer Playing
Male, Female, Androgynous, No Preferences
Playing Style- Passive or Aggressive
Aggressive
Favorite Genres
Fantasy, Scifi, Urban Fantasy, Horror
Genre You DON'T Like
Romance
#9
Melsinde
Satyr/Female | 37 | Venthas
Name:
Melsinde

Nickname:
Melly, Mel

Race:
Satyr

Age:
37

Home Territory:
Venthas

Profession:
Chronicler; storyteller

Description:
Melsinde stands a petite 5'2", her horns barely pushing her to 5'5". Her build is best described as slender, with thin arms, spindly legs, and a swannish neck supporting a thin face. The satyr has a set of narrow hips, leading to a set of shaggy goat legs, as is the custom for her race. Her hooves are neatly kept, the fur a light speckled gray and black. Her skin is fair, with slight freckling and scarring from a storied life, and her coloring is light, with fawnish brown hair and light brown eyes. Her hair is often down, free-flowing around her face, falling to her shoulders. Melsinde's voice is a soothing, even alto, with a slight scratch from years of smoking a long pipe.

She carries herself with regal, if a bit stiff, bearing, a countenance of confidence. Her clothing style is often in grayer tones, with flowing blouses and skirts covered by a well-worn, brown traveling cloak smelling heavily of tobacco smoke and earth. Her horns are well maintained, about two feet in length curving away from her face, often decorated with chains. Her fingers are ink-stained from long hours writing with quill and parchment. Her every move is languid, careful. Poised best describes her appearance.

Personality:
The single word that sums up Melsinde's personality is 'even-keel'. The satyr is calm to an almost catatonic degree, finding little to ruffle her feathers. Panic is not in her vocabulary, managing to keep her cool in trying situations. That is not to say she lacks emotion - merely that she processes events carefully and methodically, before finally digesting the events in question. Her sense of humor is wide, stomaching all manners of japes. There is little that offends her sensibilities. That said, she does have a deep, simmering anger when sufficiently disturbed, and she holds grudges for quite a long time.

Bio:
Melsinde is somewhat of an outsider, even among her own race. Hailing from around the Briar Glen, as a young satyr she was found by shepherds, alone and lost, somehow separated from her family. Moved by her apparent distress, the old shepherd couple took her into their home temporarily, knowing that there would no doubt be another group of satyrs to come through. However, time dragged on, and Mel soon became a part of their family.

Yet, even with her adopted human family, there was a burning need to know what had happened to her biological parents. A wanderlust and desire to travel seemed inborn, faceted by the structure and discipline of shepherding with the couple that had raised her. When her adopted father finally died, she stayed for the funeral, though the rest of the family seemed unsure what to do with this additional member. Aware that she was an interloper in her own family, she chose to leave her elderly 'mother' in her foster sisters' and brothers' care, to search for her family... and perhaps run from a grief she had not totally processed.

She traveled to Briar Glen at the age of seventeen, speaking to groups of satyrs in search of her family. However, so much time had passed, and she found the satyr almost as confusing as her adopted human kin. Eventually, she did find her lost satyr folk, and while they thought her as odd to them as they were to her, they accepted her with open arms, glad to have found a lost daughter. There seemed a lingering sadness in her, nevertheless, that would not abate. The lack of structure to satyrical life was difficult for her to adjust to, having grown used to often herding sheep, soothing sick animals, fetching hay and water. She eventually left them as an adult, feeling that there was still something missing to this life.

Heading to the heart of the empire, she attempted to enroll in a school, and immediately she was enthralled by the act of penning stories, real and imagined. She began to travel again, sating her wanderlust in searching for stories to write down, events to witness. Finally there was a sense of fulfillment - to take down the stories of the world, to make them permanent somewhere, and to spread those stories to others. She traveled, listening to and asking about the stories surrounding rebellion, loss, and hardship. Hearing of the expedition to revive the Tree had already drawn her attention as one of the biggest events in Aetheria's history, something worth penning.

With Kiernan's execution, her resolve has only strengthened. For better or worse - it needed to be recorded. If only to explain to their dying children the reason why their world fell apart.

Magic:
Subliminal: Soothing (primary)/ hypnosis (secondary)

Skills:

+ Smooth Talking
+ Excellent audiovisual memory
+ Deductive reasoning
+ Can read and write


Strengths:

+ Emotional stability
+ Great sense of hearing
+ Gifted in persuasion
+ Very good with maps

Weaknesses:

+ Strictly non-combative
+ Easily distracted, especially by a good story
+ Little stamina
+ Physically average

Romanceable:
No.

Artist:
Aditya777
 
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MsBettyBOOPS

Formerly 'FruitfulTextures'
Roleplay Invitations
Group Roleplays, One on One Roleplays, Chat Roleplays, Private Convo Roleplays
Posting Speed
Speed of Light
Writing Levels
Intermediate, Adept, Advanced, Prestige, Douche, Adaptable
Genders You Prefer Playing
Female
Playing Style- Passive or Aggressive
I'm fine with doing both.
Favorite Genres
Fantasy/Modern/Sci-Fi/Magical/Horror/Furry.
Genre You DON'T Like
Primarily romance central, Yaoi/Yuri, Primarily smut.
#10

CHYLY VERNABAUCH
Goblin| 22 | Stillharbour, Ventha (For now)
Name:
Chyly Vernabauch
Nickname:
Chy
"The Vocal Labyrinth"

Race:
Goblin

Age:
22

Home Territory:
Stillharbour, Ventha. [For now]

Profession:
Travelling Jester

Description:
Chy's a goblin with a resting sleepy expression that comes from a condition she possesses where she will fall asleep at random and can not control nor feel when it comes on. She stands at a full 4'1' making her the tallest in her family, her skin is very dark purple that looks almost black and her hair is black, large, curly, and coils around her feet/eyes making it sometimes difficult to move and difficult to see. Her lavender purple eyes much like her ears are the only things that are large about her- her claws being embarrassingly small from her having a nasty habit of biting them. She also wears an immense amount of facepaint and make up and wear outlandish over the top clothing.

Her teeth are pointy like any other goblin, replaced with a few golden ones that she placed herself to give her a modded advantage in tearing apart flesh of any kinds. Her body is on the swerving side, her torso being smaller than her bottom half, and she's as frail as other goblins that or more than. She has the haunting resemblance to a marionette.


Personality:
Chy got their nickname 'Chy' because she is, in fact, extremely shy. She doesn't speak, near to not at all, and others can not tell if it because she is mute or because she has mastered the art of choosing few words over many. She's a charmer, able to sway people with songs and performances rather than speaking. A hopeless romantic in her ways, having a sport a sense of elegance with every little action she gives off. A storyteller, she has a longing desire to go on a path of her own but all her life has lived in fear of what would happen if she left her home altogether now that she does, her stories grow even grander. She has an inner motherly spirit in her counteracting the childish feel of her jester act.

Chy is a lone wolf, she often tries to leave places as quickly as she arrives to make no attachments to anyone once her payment is given and she's had her fill. She wants to be everyone's friend, but knows it'll never go anywhere she continues to run from her problems instead of facing them. She appreciates beauty and wants to create it, and has a warm feel about her but she is incredibly stressed which she gets by on smoking a herbal recipe she was given on her travels that she is addicted to. She prefers to live in the moment, and is often reinventing their act so no one would recognize them and they can keep their road covered. But of course slips will always fall through. She's laid back, a wall flower, and has strong emotions that she can control. She is also terrible at small talking but her hypnosis helps a lot with that, professionalism, and being prepared for anything. She has a hard time believing that some people don't appreciate the beauty of the world.


Bio:
Chy's family life was rough and she lived in fear and distrust for as long as she could remember. It started with her being born and in her first four years, she DIDN'T immediately find something she wanted to become her dedicated skill and it took her a bit before she could even think about what she wanted to do. That was until she picked up the art of hypnosis magic which she was drawn to. Hypnosis had took over her life as a defense mechanism to bullies and those who meant her harm, and because she didn't have that many friends, at the age of ten she had an imaginary best friend to keep her company while she was running behind her family doing tasks and chores. She had dreamed of him being real, but of course it was only a dream, and at 10 she could not do her hypnosis to even near its maximum capabilities and at the most could only able to control fire flies or various minuscule tiny things like idiots children her age. One day, her sibling had played a cruel embarrassing prank on her and told her they had kidnapped their imaginary friend and hid them somewhere in the town. It was one of those times where the tree would go dormant, animals were more bold, and she wasn't at an age or skill yet that she could fight them off successfully- she ran around searching for her imaginary friend before she was caught off guard by a hungry beast. She could have lost her life, but her father came just in time to snatch her and run off. He had been worried sick about her and let her hear it, it was embarrassing and hurtful once she realized that her sibling could have gotten her killed. But because she never told her father about the incident, she would hear the full of it.

Nothing was ever the same after that, there was nothing but tension in the home and as soon as she was 16 she ran away because things had gotten progressively worse. She kept her studies up though, buying every book and listening to any advice she could get on how to improve her magic. But because of her past, she had a long term feeling of distrust with everyone she came across. She got into jestering as a way to get by, because as she improved in her art of magic- the more people would be drawn to the beautiful stories and images she could create using her vocal hypnosis practice and it also gained her lots of money and various trinkets from swiping people's pockets. She was nowhere near as skilled as she could be but that didn't bother her and she knew she could get there as long as she continued to develop herself and with the love that she was getting, it just motivated her even further. On her own, she had to grow herself up and was quite alone for a lot of her life but grew to become friends with her solitude and became left her connection skills in the dust and coming to dust them off each place she was able to gather another following of victims and fans. By going from town to town travelling, she would come across the occasional important person and would hear from 'passing birds' the horrible atrocities that were being committed by the elite. She joined the rebellion because what they did to the tree of life, was unforgivable. The Tree was a place that she had hoped to visit, she was no short of the information of how powerful the tree was and how beautiful and great it was. She became infuriated with the state of the world that they were all living in, and wanted to help in anyway she could to protect the livelihoods of millions and the life of the tree. When she received the letter, she knew that it was time to act.


Magic:
Subliminal, Hypnosis

Skills:
Entertaining
Storytelling
Mischief
Singing

Strengths:
She is highly flexible.
She is very agile.
She is a charmer.
She is great at stealing.

Weaknesses:
She is bad at 'acting properly'.
She is extremely shy.
She is an addict.
She is a kleptomaniac.

Romanceable:
Well if the story must go on!

Artist:
Me.
 

SkittlesAndSpike

Spekkun, denizen of Greenie's Pocket
COMMUNITY DEPARTMENT
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
A Few Posts a Week
Writing Levels
Intermediate, Adept, Advanced, Prestige, Adaptable
Genders You Prefer Playing
Male, Female
#11

Rahne O'Braoin
Human/Female | 25 | Wyndfel
Name:
Rahne O'Braoin

Nickname:
None.

Race:
Human

Age:
25

Home Territory:
Wyndfel

Profession:
Ex-Soldier

Description:
Rahne stands proudly at a rather modest height of 5'4,the average for someone of her age. She has a strong, lean, well-muscled figure that screams fighter. As if they weren't enough, her body has various scars, across her arms and even the bridge of her nose and eye. It's quite rare to see her without some sort of injury. Her somewhat fair skin is often marred with bruises, or her fingers wrapped in bandages. Her hair is a salamander shade of orange and is kept straight and somewhat long, descending just past her shoulders. Her eyes are teal blue.

Personality:

Rahne is not the most intelligent person. She leaves much to be desired as far as formal education goes. She can handle the most basic of maths (so long as she can use her fingers), and she can read, though she isn't the fastest. Beyond that, she knows nothing, and even within that, she finds herself struggling often. She finds herself struggling when it comes to the nuance of social interactions, often misunderstanding a situation entirely, or even being fooled.

But for what she lacks in intelligence she more than makes up for in ferocity, conviction, and heart. She's a stubborn and unyielding girl who, when convinced that she's right, is nigh impossible to convince otherwise. When she commits to something, she commits wholeheartedly, sticking with her decision until the end, even when the going gets tough. She always says what she means and means what she says, even if it comes across as offensive. She means well and tries to do right by everyone when she can.


Bio:

The eldest child born to her parents, Rahne was born and raised in Rola. As a child, she would go outside to play and often come back with scrapes and bruises from fighting with other kids or trying to do something dangerous to impress others as well as herself. This worried her parents to no end, and eventually resulted in her father to bringing her to assist him with logging, making her use her energy for something more productive than scrapping with other kids or pulling some dangerous stunt. The work was tough, but it was simple and rewarding, and Rahne quickly grew to appreciate it. But as she grew, her appreciation for the work was dwarfed by a sense of wanderlust, a desire for adventure.

As Rahne grew older she began to grow bored with her life in the small town. It was pleasant, but it was repetitive. The days began to run into one another and she found herself unhappy with her life. It was on her 19th birthday that she made the only decision she could think of to get out of Rola and explore: enlist in the military. Unfortunately, her first few years as a soldier weren't what she thought they would be. While she was no longer bored with her life, it was far from how she thought it would be. While she had always pictured her life as a soldier as one of heroics and adventure, the cruelty of the empire did not sit well with her, affecting her sleep and even her appetite despite never partaking in the actions. Just sitting idly by and working with those who would follow through with any order, no matter how cruel was enough to make her regret her decision to enlist. She lasted only three years in the military before she defected.

It wouldn't be long before she found herself shacking up with the Rebellion. To her, it was an easy choice to make. What the empire had become could not be allowed to stand any longer. If rebellion was the only way to bring about change then so be it. The only thing she could offer was her sword and skill, who would turn down another body to throw at the enemy?

Magic:
Runic - Offensive.
Runic Belt - The runes engraved on her belt increase her physical abilities, allowing her to be stronger, faster and resist fatigue longer than she normally would. She can even take a few more blows than normal so long as the leather belt is wrapped around her waist.


Skills:

Swordsmanship
Hand-To-Hand Combat
Intimidation

Strengths:

Sturdy and Enduring
Dedicated and strong willed
Bold and unyielding
Open and honest
Agile

Weaknesses:

Rather stupid
Terrible leader
Speaks mind without thinking of the consequences
Stubborn as a mule, not very flexible when it comes to opposing viewpoints
Headstrong and rash
Prideful

Romanceable:
Yes.

Artist:
Art is by Morry!
 
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#12

Marcus Rochelli
Human | 22 | Aneford, Ventha
Name:
Marcus Rochelli

Nickname:
Fool's Gold, Roch

Race:
Human

Age:
22

Home Territory:
Ventha

Profession:
Swindler, Bandit, Local Drunk

Description:
Standing at about five feet, ten inches, Marcus tends to sport a slight fierceness hidden beneath a wolfish grin and a charming demeanor. While he seems relaxed in nearly every way, his eyes can seem piercing and focused. His grayish blonde hair reaches down to his shoulders, which he keeps partially tied up. A very light beard covers part of his chin and lip, though whether this is intentional or just lazy is anyone's guess. Pale skin denotes a childhood spent in the city, despite recent activities in the wilderness.

Draped over a somewhat slim frame is a typically a large, brown overcoat, short in the sleeves to leave his black bracers exposed with a leather belt around the waist. Along with this, his favorite clothes tend to be a long-sleeved, indigo shirt along with a pair of similar, but darker breeches. To top this off, there is always his prized, black leather boots, as well as various straps and pouches for some of the tools and items he carries.

Personality:
Marcus has the bizarre ability to be enigmatic and charming at the same time, a trait which has served his interests well. He rarely, if ever loses his temper and seems to constantly awash with an unearthly calm, even when drunk. This is, of course, a ruse. While sometimes his expression reflects a truly calm and content inner self, he has a well trained poker face and it would take something tremendous to break that. That isn't to say he won't act serious in a dangerous situation, especially one outside his personal experience. But it's quite rare for him to panic or become emotional in a given scenario.

Always ready for a stiff drink and a good laugh, Marcus will often drag others into his good times weather they like it or not. This is, in fact, the very source of most of his business and criminal contacts, having met most of these people over a fine or otherwise alcoholic beverage. It is also how he happens across much of the information he gains, a drunken man seeming far less suspicious, especially to yet another drunk.

In combat, Marcus maintains his calmness while simultaneously sharpening his demeanor a bit, a result of both experience and training. Rarely does the young duelist seem to take a fight seriously, symbolized by a refusal to use his sword with two hands, if at all. When he does hold his weapon with both hands, it is likewise a symbol that his opponent has his full, undivided, and terrible attention.

Bio:
Born to a barmaid in a seedy district of Aneford in the territory of Venthas, Marcus never new his father. As they lived in the floor above the tavern his mother worked, he often spent time around the drunken locals, even as a child. One day, he came across a man carrying a sword, talking to his mother. Before he could even greet the man, the child was dragged outside behind tavern. The stranger said nothing of who he was or why he was there, only that he was to teach Marcus how to swing a sword. With a couple of makeshift wooden blades, they began practicing, initially against the boy's will.

Once every week he came and gave him his lessons, usually trouncing him painfully. In the meantime, Marcus continued to learn about the seedier parts of society, slowly learning to build contacts and associates. As he came into his teenage years, he began to get involved in...certain business ventures, ones that were less savory in the eyes of the law.

As he approached adulthood, Marcus saw less and less of the swordsman and continued his training on his own, perfecting a style of his own and testing it in duels. Furthermore, he began traveling outside the city of Aneford, always returning to check on his mother. Unfortunately, after a few years, that mother fell ill. For once, Marcus stayed home, in order to watch over her. In that time, the swordsman returned one last time in order to visit his mother and test him. Unlike before, they fought with actual swords and held nothing back, a fierce battle between two experts. By the skin of his teeth, he managed to defeat his old mentor, proving himself in more ways than one. The swordsman simply grinned before handing him a set of directions, his sword, and his enchanted ring, telling him about the rebellion.

While he was mildly shocked about the revelation, he'd always found himself chafing against the Empire's laws and met more than a few people downtrodden by Emperor Petros's regime. Marcus accepted his teacher's proposal and headed for the meeting place, never seeing the swordsman again. Upon arrival, he did as instructed and used the sword and ring as a sort of voucher, confirming that his teacher sent word ahead of time. Upon arrival, he provided the names of several people with both the motive and the means to aid the rebellion, as well as a proposal for his own future contribution.

From then on, his contribution was two-fold. First, he would continue to provide information through his contacts, as well as recruiting new allies and benefactors. His secondary role would be the formation of a raiding party to harass Imperial supply lines under the guise of brigands, albeit some of his men really were brigands. They continued to raid the weapons and goods of the Empire up until the execution of Magister Kiernan, at which point he temporarily disbanded the group in order to bide time.

It was some time after this that he received the letter...

Magic:

Runic Magic - Enchantment and Warding
  • Reactive Elemental Enchantment: Marcus's sword carries an enchantment that causes it to react to elemental spells in much the same way a blade clashes against steel, allowing it to parry or block it.
  • Ward of Dispelling Illusions: The ring on his left hand weakens and sometimes dispels illusory magic within a ten foot radius around him.

Skills:

  • Swordplay - Having all but perfected his own style, Marcus is deadlier with a sword than most.
  • Speech - Since he was young, Marcus has been adept at gaining peoples trust, both through well place actions and well spoken words.
  • Lock Picking - A natural result of his...less legitimate endeavors.
  • Information Gathering - Either a result of the contacts he's gathered or the very reason for them, Marcus is excellent at finding people and learning what they know.
  • Guerrilla Tactics - The grifter's time as a bandit leader taught him a few things, including the best ways to fight a force with better arms, training, and numbers.
Strengths:

  • Speed - A natural asset of an unarmored swordsman, Marcus is extremely light on his feet and wastes no time closing the distance between him an his opponents.
  • Charm - People like Marcus. At least until they properly know him.
  • Street Smarts - Marcus's...line of work has left him with a knowledge society that most people don't have to think about.
  • Poker Face - While those who catch on to it may find it off putting, Marcus is excellent at hiding his emotions when need be.
  • Open Mind - Between the people he's met and the adventures he's had, the young man is abnormally open to new ideas, allowing him to understand both enemy and ally alike.
Weaknesses:

  • Defense - Mostly unarmored and possessing no defensive runes, Marcus pays a price for his fancy footwork.
  • Trust - Those who come to understand Marcus's facade will often come to trust him far less, if at all.
  • Confidence - Every so often, he buys into his own act a little too much, landing him in danger.
  • Range - As a tried and true swordsman, Marcus has very little recourse in regards to archers and long distance mages, besides legging it.
  • Ignorance - As open minded and inquisitive as he is, Marcus is still quite young and grew up in the city, leaving him with some cultural and geographical shortcomings in his knowledge.

Romanceable:
Absolutely

Artist:
(Sorry, but this was the best I could do)
 
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