OPEN SIGNUPS Heart of the World - OOC and Signups

DinoFeather

Depressive Goblin Nightmare Boy
Original poster
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Roleplay Invitations
Group Roleplays, One on One Roleplays, Private Convo Roleplays
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A Few Posts a Week, One Post a Week, Slow As Molasses
My Usual Online Time
Evenings, mostly.
Writing Levels
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
Heart of the World



  • 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!​


Aetheria

  • 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.


    • 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 easternmost 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
  • 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

  • ❧ 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 attempts 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

    • 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
      • Innovation and problem-solving
      • 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


    • Linnae
      Nymph 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.

      Having spent so much time mingling within Taithros in order to stay close to Kiernan and the rebellion, Linnae grew comfortable with the idea of donning layer upon layer of the garments typical humans wore in order to blend in. Within any densely populated city, Linnae wears the long robes of a scholar, with a delicate mantle to cover her head - one of the few personal effects of the nymph's. Anywhere else, she prefers something that is easy to move in. Outside the city, Linnae will typically wear a sleeveless tunic tied at her waist, with leathers and flat sandals.

      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 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:

      ❧ Subliminal - Soothing & Hypnosis
      ❧ 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...I'll be rooting for you.
      Yes. The answer is yes.

      Art:
      Credit to SEPHITROTH ART
    • 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 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.

      Four years after he joined the military, Emperor Ruslan died, 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 willful child that grew into a stubborn man, and he refused to abandon his choice of career. It took seven more 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 months 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.

    • 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 different 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 one 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 enchanted 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.
    • 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/assets/images/images/005/602/755/large/veronica-bonacini-schizzi-uomo-bestia.jpg?1492373841
    • 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 a 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

    • Melsinde Blackfinger
      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. As part of the university in Taithros, specifically in the College of Annals, she soon found herself recording the rebellions and disasters going on in other parts of the empire, sojourning to bear witness to others' stories - but forced to write them in the Empire's favor, despite what she may see. She traveled, listening to and asking about the stories surrounding rebellion, loss, and hardship.

      This led to a vested interest in Kiernan's rebellion, hearing through the grapevine that there was a man looking to replace the Guard Stones that had been removed from the Tree. Painstakingly, she sought to build trust with the resistance force, feeding them information much sought after through the libraries she had access to, using her network of contacts to tip them off about patrols. In the meantime, she has helped to compile their information, curating the story of the rebellion - and the expedition to revive the Tree.

      However, a black cloud fell over when Kiernan was found out and sentenced to execution. Melsinde Blackfinger was requested to bear witness, to pen the proceedings and the event in question. She was present at his beheading, with a front-row seat and no choice but to pretend to be an impartial observer of the Empire. She can only hope that the presence of a friend gave him some little comfort.

      Magic:
      Subliminal: Illusory branch - Projection (only). Adept. She has been working on a way to store magical energy through a glass box that would later project events as seen through the eyes of the observing magician. It is a very slow process, however. She is particularly good at projecting memories, but only for short bursts of time. The effect is a bit like a vignette, with blurred edges and the most important or well-remembered elements standing out in stark clarity. She can also project multiples of herself within 20 feet.

      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
      + Perseverance

      Weaknesses:

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

      Romanceable:
      No.

      Artist:
      Aditya777

    • 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!

    • Atlak
      Forest Centaur | 24/Mail Centaur | Taitele/Kelna
      Name:
      Atlak

      Nickname:
      Greenhorn

      Race:
      Forest Centaur

      Age:
      24

      Home Territory:
      Taitelle Empire, City of Kelna

      Profession:
      Mail Centaur / Scout of new grounds for his family

      Description:
      Atlak is a reindeer centaur. His lower body is covered by grey, thick fur, with a white underbelly, that often sports dark brown highlights with the change of seasons. Atlak's human upper body sports reindeer horns at the top of his head. Messy brown hair cover most of his forehead, but doesn't get in the way of his view. His eyes are really dark, almost fully black and almond-shaped.

      Standing at 6'7, or 6'9 if you count his horns to his height, Atlak is pretty impressive. His body is strongly built but also on the lean side. Of course, that is not so much noticeable during the winter when he tends to wear warm furry coats that make his human torso appear much buffer than it actually is. During summer he is used to moving around barechested or with a linen sleeveless tunic. His wardrobe doesn't have much variation to it. Everything is practical and consists of tunics and halters for when he works as a mail centaur from time to time for the local town and nearby villages and hard to reach farmhouses in the forest.
      Personality:
      Atlak is an easygoing person. That being said, once that easy going attitude reaches boiling point, Atlak can be very dangerous. His anger is cold and he will hold a serious grudge if his family or the forests they live in are harmed.

      He is very compassionate and he loves his freedom as well as sharing his knowledge with others who are willing to listen and learn. He can get excited easily if he finds common ground with people. However, he is also a bit of hothead, being unable to fully understand his father's stand on pacifism and being withdrawn from the world, moving away everytime they are presented with severe danger or difficulties. This has often caused him to be distrusting of newcomers to his territory and moving around a lot has left him rather socially awkward in large crowds of strangers. So he tends to be a bit shy and skittish around strangers.

      Bio:
      Atlak's family used to be larger. Much larger. With the removal of the Guard Stones from the Tree, the land started slowly dying. The centaurs of his herd, living off the land and relying heavily on it were from the first to get affected, not really ones to trade with humans or other races. They were forced to move around a lot in the forests near Kerna. Then eventually they split up. Some moved towards the Forest of the Ancients, others retreated to Estura. Atlak's father refused to abandon his home forest and so he stayed back with his wife, son and daughter.

      Atlak grew up exploring the woods up to the point he came to meet the people from Kelna. At first he was sad and angry. He wanted to fight them. To stop them from cutting down any more trees. But his father had stopped him and introduced him to them slowly. Atlak, being the curious kid he was, eventually came to understand their need for wood. But that didn't mean he had to like it.

      However the kids of the town he was able to make friends with and in the end decided he could help the people living in his home forests by carrying letters for them in his free time or when there was need. Yet his blood boiled. When he realized the Empire was behind the slow death of the land, he joined the rebellion, determined to put an end to it all.
      Magic:
      Elemental magic, Earth, specializing in botany

      Skills:
      Archery, Navigation, Tracking, Bow making, Botany

      Strengths:
      Sure-footed, Keen senses, Agile jumper, Attuned with nature in forests

      Weaknesses:
      Low running endurance, Poor swimmer, poor dark-vision, Barely any magic training

      Romanceable:
      YES! duh!

      Artist:
      Awesome centaur artist!!!!!

    • PHINEAS
      Human | 36 | Taithros, Taitelle
      Name:
      Phineas de Pemos

      Nicknames:
      Fin, Finny (for his lovers only)

      Race:
      Human

      Age:
      36

      Home Territory:
      Taithros, Taitelle

      Profession:
      Ghostwriter (and impromptu advisor)

      Description:


      Phineas is an impressive specimen of man, gifted with a stature of 6 ft and impeccably handsome features. His body is lean and in good form, though to say he was athletically built would be a generous statement. He is meticulously well-kept, with nary a hair out of place on his head nor on his face. His hands and skin are surprisingly soft, a key indicator of the pampered life he has lived up until this point. When he walks, it is with a slight swagger, limbs loose and relaxed as if he hadn’t a care in the world.

      His outer garments often betray him as someone of wealth. Try as he might, his penchant for finer things prevent him from wearing anything of poor quality. He tends to wear long tunics and high-collar shirts, staying away from the over-the-top robes his contemporaries insist on wearing. A steel sword hangs always at his side. At the hilt of the sword is scratched out hole where the family emblem used to sit.


      Personality:


      Endowed with a spritely and vivacious spirit, Phineas is not one to remain stagnant in his persona. Loving both life and all that comes with it, he lives each moment to the fullest, with a heady energy hardly found in men his age. He is a passionate man, whether it be in his love, his work, or anything else he sets his attentions too. Perhaps passionate to a fault; in his pursuit to experience all that life has to offer, Phineas is susceptible to making reckless decisions on a whim. He fancies himself a heroic adventurer of sorts and does not seem to realize that he is not, in fact, invincible.

      But he can be quite chivalrous. Phineas’ immense respect for the opposite sex has put him in the mindset that they must be treated well at all times, as one would care for their own wife. He loves all women deeply and is quick to pursue it; race matters little to him. His affection towards them has spawned him no small smattering of lovers (and perhaps children) throughout Taithros, although he does not confess to committing to any of them.


      Bio:


      Phineas has never worked a hard day in his life. Being born to the Pemos family name came with automatic merits: endless coffers, elite education, and the immense privilege of being part of one of the oldest families in Taitelle. His parent’s specific branch of the family oversaw tax collections for the main district of Portwatch and its surrounding residences. As the youngest of three, it did not fall on Phineas’ shoulders to continue the family empire. Instead, for a time he was pushed to pursue a career in the Imperial Guard. Back then, his skill with a sword seemed promising. Delighted, he felt his calling was to be a valiant knight and signed up with the Imperial Guard as soon as he was able to. The experience was tragically short-lived. He never spoke of what happened to anyone, but sources claimed it involved a sword, his foe’s severed arm, and his face planting itself into the ground. Phineas wisely decided on another career.

      He moved on to his next best talent: writing. It turned out that many high-ranking army officials and politicians were quite lacking in literacy and paid a pretty coin for someone to write speeches and letters for them. They needed something to infuse their image with intellect and charm, both of which Phineas possessed in apparent abundance. The demand for his written art placed him in a social sphere close to the Emperor and his associates, and by his 2nd year living in Taithros, he had firmly established himself as a fixture in Taithros’ elite society. Around this time, Phineas made a sizable contribution to the Magisteria Academy, where he would meet his soon-to-be good friend Magister Aona. He often attended her lectures on the guardian stones, and in private they discussed the state of the world and the wide scale corruption he witnessed when associating with his “high-class” friends. It was Aona who finally introduced him to the rebellion.

      Phineas took her invitation to heart. He accompanied her to a small meeting of five, and although met with open hostility, he quickly pledged his support. The rebel cause utilized him to write anonymous and highly discreet missive to try and rally further support for the rebellion. Further, he would incorporate their words into current works he published. A rebel could identify a coded message from other literary works by a distinct watermark in the bottom right corner; after performing a short spell, the true words reveal themselves. He continued this work up until Magister Kiernan was executed. After that, he sought out Aona at the Academy but found her nowhere to be found. She had disappeared without a trace, and Phineas feared for the worst. Two months have passed with no word yet from her. It is his ardent hope that he will find her safe from harm at the next rebel’s meeting.


      Magic:

      • Illusory (Glamour) - Adept, middle tier skill. Something that has more than once saved him from capture from would-be foes and spurned lovers.
      • Repel Enchantment - This enchantment on his sword allows any debris--blood, flesh, dirt--to be repelled instantly from his sword, keeping it clean at all times. A petty thing to most people, but necessary for Phineas.
      Skills:

      • Grand Orator - His immense skill with both spoken and written words allows him to give voice to the cause, as well as provide rousing speeches for low morale.
      • Bladesman - Phineas is an average swordsman, although he hardly utilizes it, preferring to spare weapons until no other recourse can be taken. The blade at his side is mostly for show.
      • Blockhead - He has a higher tolerance towards subliminal magic than most, and can sense when someone is employing it against him. In addition, his skull is very hard. Avoid headbutting him.
      • Sharpshooter - As with most things, he was tutored in archery in his youth. Phineas still retains a high level of skill as an archer despite his reluctance to engage in battle.
      • Escape Artist - He’s had much practice over the years of breaking free from constrainments. Armed with a meager lockpicking skill and flexibility, Phineas is able to worm his way out of most traps and cages set upon him by others.
      • Mirror Image - His most impressive skill is the ability to mimick the movements, mannerisms, and occasionally voice of a subject after quick study. Combined with his illusory magic, he is able to create a convincing doppelganger of another man.

      Strengths:

      • Wealth - Being of the Pemos family, Phineas possesses a considerable amount of money, as well as the deeds to certain holdings in the territory of Taitelle, as well as one in Estura.
      • Links - Both his line of work and his family have provided him with valuable connections with both government and army officials, although whether they will provide much use is questionable.
      • Humble - Despite his status in life, Phineas is reasonable in his view of himself, thinking he is no better than any other fool put on this planet. His lack of an ego allows him to function well in team capacities.
      • Renaissance Man - Having gained a general education of most studies as a youth, Phineas is a cultured, intelligent man. He retains knowledge easily.
      • Big Heart - Phineas is an affectionate man and loves freely. He is known to be a fantastic lover.

      Weaknesses:

      • Gore - Phineas has a strong reaction to anything bloody or gory. He simply cannot stomach it; he will swoon.
      • Magic-less - Offensive and defensive magic never quite took to him, so he's quite ignorant and ill-prepared for it.
      • Lustful Eye - Beautiful creatures, predominantly women, distract him, to the point of abandoning tasks entirely. His insatiable desire for companionship can be a hindrance to others.
      • Noncommittal - Phineas is fiercely independent and wayward. Nothing can tie him down permanently, which makes him a flight risk if a situation turns hairy.
      • Rich Boy - Having lived a life of ease, he is unused to hard work and rough, poor travel. He stands out easily as someone of higher birth no matter how hard he tries to blend in.

      Other Info:

      • He’s an absolutely atrocious flute player, but will insist on playing at any given opportunity. His response to criticism is that he’s still “learning”-- despite the fact he’s been playing since childhood.
      • Phineas is currently engaged to a rich heiress from Portwatch. He has been dodging the wedding for years now, which has moved his would-be bride to hire men to hunt him down and retrieve him. They have yet to succeed.
      • The Pemos family is widely despised by the common people for their widespread corruption and their collection of taxes for the Emperor. Although Phineas is cut from a different cloth, he often refrains from admitting his true identity upon first meeting individuals, especially fellow rebels.

      Romanceable:
      Yes, in every way

      Artist:
      (Include credit for FC artist, if applicable.)




    • Emperor Petros Taites
      Human | 32 | Taitelle
      Name:

      Emperor Petros Ralin Taites

      Nickname:

      "Petros the Petulant"

      Race:

      Human

      Age:

      32

      Home Territory:

      Taithros, Taitelle

      Profession:

      Ruler of the Taitellen Empire

      Description:

      The current Ruler of the Taitellen Empire, Petros lacks the subtlety, tact, and kindness of his father before him. Raised in a grandiose lifestyle of immense comfort and immediate gratification, Petros is accustomed to getting what he wants exactly when he wants it. (Allegedly including the crown, though no evidence of foul play has yet been found.) Selfish and self-indulgent, Petros is concerned almost exclusively with increasing the Empire's wealth and power. He cares little for the plight of his subjects, and advice often falls on deaf ears. He holds no accountability for his actions and insists that the increasing reports of dying lands are wholly due to rebel sabotage. As such, he has increased the Empire's efforts to quash the rebel remains. No one is entirely sure if he believes the land is in peril, but it is clear he has deluded himself into believing his own lies. Despite his rather childish tendencies, Petros is dangerous and somewhat unpredictable. It is rumoured that he possesses Subliminal magic, though few could really say for sure.

      Magic:

      Subliminal [Alleged]

      Romanceable:

      No

      Artist:

      Artist


    • Eirini
      Sprite | Undetermined | Forest of the Ancients
      Name:
      Eirini

      Race:

      Sprite

      Age:

      Undetermined

      Home Territory:

      Forest of the Ancients

      Profession:

      None

      It should be noted that while the sprite has no profession, the eternal flowers she carries are a determinate of the cycles of the tree. During times of prosperity, the husks of the flowers will dry to reveal bright red berries, whereas during the dormancy cycles the husk will remain full.

      Description:

      Standing at no more than eleven inches tall (though she swears it's an even twelve), Eirini can be easily mistaken for a passing leaf in the wind. She fashions her clothes from dried leaves and flowers, all the same faded marigold tone. Barely visible while in flight are two translucent wings protruding from her back. Eirini was discovered by Linnae on the edge of the Forest of the Ancients after the removal of the guard stones. She had been attempting to follow the envoy who removed them, knowing it was in vain, but had tired herself out. Knowing there was little she could do on her own, the Sprite was on the verge of surrendering to grief when Linnae suggested she meet someone. After that fateful day, Eirini is rarely seen too far from either Linnae or even Kholas. She can often be seen accompanying Linnae, usually as a silent observer on the Nymph's shoulder.

      Magic:

      Illusory - Light

      Romanceable:

      No.

      Artist:

      Casey Robin Art


    • Brandi the Bard
      Lamia | 27 | Luras
      Name:

      Ahuiliztli Tepin Tepetl

      Nickname:

      Brandi

      Race:

      Lamia

      Age:

      27

      Home Territory:

      Tumana, Luras

      Profession:

      Bard at the Randy Gander

      Description:

      She's going to stop you right there, don't try to say her name, just call her Brandi. Her skin is more snakelike in appearance, covered in sage colored scales from head to tail. Originally born in Tumana, her clutch of brothers and sisters were sold on an illegal black market before they'd even hatched. Their father had died, and their mother was too poor to feed the six extra mouths. Luckily for Brandi, the clutch never made it to its intended destination, and was discovered at the last moment trying to enter Taithros. The six siblings were adopted by an unlikely couple, a centaur for a father and a horned for a mother, who gave them traditional names and raised them with three cultural beliefs under one roof. Brandi quickly learned a skill at a young age, finding the rattler on her tail to be an amusing way of adding an extra sound to music, and began scouring the streets for work. Eventually, she worked her way up to a job at the Randy Gander as their prominent Bard.

      Magic:

      Illusory - Glamor

      Romanceable:

      No.

      Artist:

      Nicc Balce: robotnicc.tumblr
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    [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.)
    
    [div=display: inline-block; font-weight: bold; color: #000000;]Description:[/div] (Character's physical description, 1-2 paragraphs.)
    
    [div=display: inline-block; font-weight: bold; color: #000000;]Personality:[/div] (Brief personality description, 1-2 paragraphs.)
    
    [div=display: inline-block; font-weight: bold; color: #000000;]Bio:[/div] (Brief bio, 1-2 paragraphs. Please include the reason why your character joined the rebellion.)
    
    [div=display: inline-block; font-weight: bold; color: #000000;]Magic:[/div] (Branch of magic and their proficiencies.)
    
    [div=display: inline-block; font-weight: bold; color: #000000;]Skills:[/div] (Character's skills.)
    
    [div=display: inline-block; font-weight: bold; color: #000000;]Strengths:[/div] (Character's overall strengths.)
    
    [div=display: inline-block; font-weight: bold; color: #000000;]Weaknesses:[/div] (Character's overall weaknesses.)
    
    [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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    Name:
    Nickname:
    Age:
    Home Territory:
    Profession:
    Description: (Character's physical description, 1-2 paragraphs.)
    Personality: (Brief personality description, 1-2 paragraphs.)
    Bio: (Brief bio, 1-2 paragraphs. Please include the reason why your character joined the rebellion.)
    Magic: (Branch of magic and their proficiencies.)
    Skills:
    Strengths:
    Weaknesses:
    Romanceable: (WELL? Yes or no.)
    Artist: (Include credit for FC artist, if applicable.)

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DinoFeather

Depressive Goblin Nightmare Boy
Original poster
DONATING MEMBER
Roleplay Invitations
Group Roleplays, One on One Roleplays, Private Convo Roleplays
Posting Speed
A Few Posts a Week, One Post a Week, Slow As Molasses
My Usual Online Time
Evenings, mostly.
Writing Levels
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

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
  • Innovation and problem-solving
  • 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
Roleplay Invitations
Not Taking RP Invites at this Time
Posting Speed
A Few Posts a Week, One Post a Week
Writing Levels
Give-No-Fucks, Advanced, Adaptable
Favorite Genres
Fantasy, Romance, Medieval, Action, Magic, Sci-fi
Genre You DON'T Like
Edgelord

Linnae
Nymph 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.

Having spent so much time mingling within Taithros in order to stay close to Kiernan and the rebellion, Linnae grew comfortable with the idea of donning layer upon layer of the garments typical humans wore in order to blend in. Within any densely populated city, Linnae wears the long robes of a scholar, with a delicate mantle to cover her head - one of the few personal effects of the nymph's. Anywhere else, she prefers something that is easy to move in. Outside the city, Linnae will typically wear a sleeveless tunic tied at her waist, with leathers and flat sandals.

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:

❧ Subliminal - Soothing & Hypnosis
❧ 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...I'll be rooting for you.
Yes. The answer is yes.

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.

Velrox Celroma
Horned | 32 | Taitelle
NAME

Velrox Celroma
NICKNAME

Rox
RACE

Satyr
AGE

32

HOME TERRITORY

Taithos, Taitelle

PROFESSION

Circus Performer; Rebellion

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 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

As far as Satyr go, Velrox was some what typical. Born in the forests in the Briar Glen, and raised in a community where your neighbor was as much your family as your brother. And these ideals stuck with a young Velrox. Maybe, more than her community would have liked. So much, in fact, that when she was old enough to set off on her own she easily found family outside of the glen as well.

In the form of a traveling circus, with which to her fortune and good luck was just as eager to bring her in with them. So a sixteen year old Velrox joined a family of bright colors, loud music and an even more jaunty dance.

They traveled from Talos, Luras to Tumana. From there, they moved to Morath and Aneford in Ventha. Then south to Port Venmore, where they were bound to board a ship that would host their carnival on the trip to Cirhelm Harbour in Taitelle, and then to Taithros.

It was in Port Venmore, monthes after her travels with the circus began where she learned how sheltered her grove had kept her from the outside world... and how homesick it made her. The world -- the Empire, as her circus mates called it -- was much more...structured than her grove, and it was something that left a bitter taste in her mouth. And though it was worth furrowing her brow at, and the occasional disagreement, her desire to see more of the world kept her from turning back, and returning to her family. Just yet.

The days between Port Venmore and Cirhelm Harbour were a testament of just that! The sea might not have been something that Velrox, or as she had come to be known 'Rox', was all too comfortable with, but the salted air, and breeze gave her life, and fanned the flames of her travel ambitions.

It was the journey to Taithros where the Satyr came fully into herself. The open, and loving nature of Satyrs was clear in her eyes, and her arms open to who ever need the embrace, but she was also no long a foolish and naive child. She was a traveling circus performing, and the opportunity had given her the chance to build a skill set she could use. She'd learned to dance with ferber; play the accordian in such a way that people expected a show! She could perform, and the natural athletisism, and surefootedness of her kind was clear in her shows. She could jump from stage to a low roof, while maintaining rhythm in both instrument and dance. The ring leader had approached her to begin teaching her a form of magic, even! It was supposed to influence her audiences, and make excitement even more grand! Her family back home would be proud of her, and one day she would return, and give them all a show to prove her experience in the world.

What a thought to bare, before she entered the Imperial City.

The freedom of their usual routine seemed to spit in the face of those who ran the city. You'd think the otherwise jolly band of performers and done so one the graves of former kings! The show they gave in Taithos, would prove to be the last. The entertainment proved lucrative, and the name the traveling circus had acquired had brought some hope to a city that Rox believed could use a flourish of life! The group that bought them out must've agreed. The traveling bunch now performed solely in Tiathos, and over the course of a couple years in this city, Rox found herself longing for her forests. That family, she was sure was happy however, and the life from her family of performers was being sucked away. She couldn't abandon them, and so she didn't.

So much time in the city left them unconsciously more aware of political going-ons, and the slippery slope of knowledge left Rox disgusted with the world outside of her rainbow colored dancing stripes and loud music. The Empire seemed hellbent on making the world suffer, in Rox's opinion anyway, and she couldn't fathom the reasonings behind it. Why would anyone knowingly behave in such a way? According to their ring leader, the Empire had always been like this, and he was just WAITING for the day rebellion came.

Rebellion

The word was cut into Rox's head ever since she learned what it meant, and the thought of it... excited her, especially when the word of it being a reality was whispered during her time away from performing.

The high taxes of the Empire had long since bankrupt her family's carnival and their performance was now mandatory to pay back what they owed in taxes. And Velrox hated it.

It was a deep seeded hate. Something that burned the usually loving woman inside out. She'd be lying if it hadn't made her somewhat cynical. The magic she once practiced for others joy now saw her using it to learn more about the rebellion. Her natural charisma, and skill as a performer made the use of it seamless, and before long... her digging got her somewhere. Or rather, something. A letter. Almost half a decade since she took a home in Taithos, and nearly a decade and a half since she left her home.

MAGIC


Subliminal - At first, merely a means to ensuring a crowd enjoyed the show, most of her circus family was practiced in one way or another in the art of subliminal magic, and made it a point to teach his most trusted performers. After spending time in Taithos, Rox developed in for... other purposes.

SKILLS

  • Musician - Accordian
  • Tap Dancing
  • 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

Probably too much.

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.

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
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/assets/images/images/005/602/755/large/veronica-bonacini-schizzi-uomo-bestia.jpg?1492373841
 
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Nemopedia

Always tired
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
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

Nerd
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
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
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 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.

Four years after he joined the military, Emperor Ruslan died, 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 willful child that grew into a stubborn man, and he refused to abandon his choice of career. It took seven more 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 months 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

Melsinde Blackfinger
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. As part of the university in Taithros, specifically in the College of Annals, she soon found herself recording the rebellions and disasters going on in other parts of the empire, sojourning to bear witness to others' stories - but forced to write them in the Empire's favor, despite what she may see. She traveled, listening to and asking about the stories surrounding rebellion, loss, and hardship.

This led to a vested interest in Kiernan's rebellion, hearing through the grapevine that there was a man looking to replace the Guard Stones that had been removed from the Tree. Painstakingly, she sought to build trust with the resistance force, feeding them information much sought after through the libraries she had access to, using her network of contacts to tip them off about patrols. In the meantime, she has helped to compile their information, curating the story of the rebellion - and the expedition to revive the Tree.

However, a black cloud fell over when Kiernan was found out and sentenced to execution. Melsinde Blackfinger was requested to bear witness, to pen the proceedings and the event in question. She was present at his beheading, with a front row seat and no choice but to pretend to be an impartial observer of the Empire. She can only hope that the presence of a friend gave him some little comfort.

Magic:
Subliminal: Illusory branch - Projection (only). Adept. She has been working on a way to store magical energy through a glass box that would later project events as seen through the eyes of the observing magician. It is a very slow process, however. She is particularly good at projecting memories, but only for short bursts of time. The effect is a bit like a vignette, with blurred edges and the most important or well-remembered elements standing out in stark clarity. She can also project multiples of herself within 20 feet.

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
+ Perseverance

Weaknesses:

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

Romanceable:
No.

Artist:
Aditya777
 
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MsBettyBOOPS

Peachyy
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.

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:

She is a goblin, at the full size of 4’1, with a resting sleepy like expression because she is constantly tired. Out of costume, her thick black hair reaches her large clawed feet and coils around her eyes making it somewhat difficult to see. Her sharp teeth makes up for her pathetic claws and her eyes are as big as her ears. She often wears a small tank top and some massive pants. She has another side of her that is her Jester form, aka her persona ‘The Vocal Labyrinth’.

The Vocal Labyrinth sports a blue,red, and gold color palette. She wears a hat that resembles ‘The Fools Hat’ that covers her ears, she has her hair in braids underneath the hat in order to fit it in. Her mask along with most of her colors, follow the same pattern along with eccentric makeup. It follows bright colors, gaudy, and somewhat flashy, a big bi colored bow upon the head of her hat. She created this fit.



Personality:
Chy is highly bashful, hence her nickname to those who know her behind the mask, but to her profession- she is mysterious and cryptic in her ways. In her persona, T.V.L, she is known as a charmer able to sway people in her performances and acts to think or feel a certain way- a village hopping enchantress hired by nobles. She prioritizes silliness, quality, and a certain amount of level headedness that she fails to carry outside of the costume. One of her heavy interests involves flexibility that she's transformed into being part of her act to which she can fit in the smallest places,being referred by herself as ‘Marionetting’. She often can’t take anything serious in this act and has to disassociate herself from the persona because it works much better that way.


Out of the costume, she is her full shy self. She’s extroverted, requiring energy from being around people, her life isn’t the easiest from a social point of view. She’s still quite childish, loving jokes no matter how bad they are, and has a way of design, somewhat of a clothier.

She often wears new outfits depending on where she is going. Chy herself has an extreme aggression pent up compared to her peers, her mother who was into superstitions saying it's because of her ‘small claws’, but she is able to kill prey rather quickly when she needs to feed. On her own for such a long time, has made her somewhat unable to trust others as well as she should and often requires more than one talk to actually get her voice out. She's somewhat jittery too, her sleepy expression she sports is from her condition that makes her fall asleep at random while on the road- she is almost always sleeping.


Bio:

Life in the home of Vernabauch was a bumpy road, Chy was born with a condition that causes one to fall asleep at random points in time so she often would cause her parents who were sweet on their own to scare a lot because of her random points of sleeping which got her into unfavorable situations and would involve her family coming in to save her half of the time. She got most of the attention from her parents, and because most of her early life involved in worry and sleeping- when she reached an older age where there was not that much of a worry anymore and it was considered something normal now in the household, she was late on talents. Her father was a brewer and her mother was a seamstress,they both tried their hands in trying to adapt a trait in Chy but it was difficult. Her siblings also weren’t making it any easier, considering they were gaining their trade and weren’t the most humble with it. Her mother decided brewing wasn’t the best place for her when she visited one day to see her Chy sleeping on the floor of the tavern the father works at- between a stack of thrown mugs and a tavern wench. She adopted her into seamstress, so if she ever sleeps she would put her in the piles of soft fabrics. The job would welcome in a lot of people- weird, strange, sweet, mean, and all types of people- one of which being a person who came in when Chy was sleeping, Her mother spoke to the guy about how troubled she was that Chy was coming of age and still hadn’t found a dedicated trait. The man gave her a book and offered to help her child, in exchange for free clothing.


So she was trained in Hypnosis at 14, he taught her a lot that she would have to practice herself to continue the skill. It got high enough that he taught her how to control her condition to where she could choose when she would sleep, but not how long. Not yet that is. She was able to participate in more of her life at the age of 16, but had grown shy from lack of social skills and receives backlash from her cruel peers. Her mother had a habit of though from being around her kid, she would be overprotective of her. Chy had developed an interest in street performers because they were hilarious to her, she enjoyed the way they sported such confidence in silly situations- and it worried her mother. She developed a mask and around her it would somewhat creep the kids out but her parents once encouraged it. One day, some fellow peers took her mask and was teasing her with it- when she got angry, using one of her hypnosis abilities to make them hurt themselves and her mother stepped in before it go too rough- but word had gotten out about the incident and she was shut away for a bit and couldn’t use her abilities sense the act had drained her. But as she grew older, she grew more and more into the Jester act to where her mother had to tell her that it wasn’t healthy. She moved out and decided to take her show on the road, with The Vocal Labyrinth, a sort of one man circus. Much to the disapproval and worry of her mother, she wanted to prove that she could make it on her own. Her show got wind and soon she was being hired for nobles across the map, moving from place to place and.. Slipping a few pockets when she learned that she could which developed her into having a love for taking things without permission, it gave her adrenaline. She was actively searching for ways to build her strength and do something of meaning with her magic that wasn’t destructive and use it positively for help of others. Travelling from town to town, she was able to pick up information around whispers of what was happening in Aetheria- ended up being quite interested in it able to slip around unnoticed as anything besides a mere jester and became more active. She didn’t receive the letter directly, but read it by swiping it from someone. This was her chance.


Magic:
Subliminal, Hypnosis

Skills:

♣ Flexibility
♦ Brewing
♥ Mischief
♠ Hunting
♣ Cloth-making
♦ Singing

Strengths:

♣ Flexible/Acrobatic, able to fit in a lot of unlikely spots and reach places easier.
♦ Survivability, able to live without society for longer periods of time.
♥ Networking, having connections from across the map due to travelling one man circus and side jobs- knowledge of nobles.
♠ High Senses, on the road with little to no one besides the air to accompany her, she has to be aware of her surroundings and the type of lands she enters into.


Weaknesses:

♣ Distrustworthy, not much of a talker and having magic that isn’t seen in a positively light most of the time- she can have a less than positive route to get close to others along with the fact she doesn’t trust others much either.
♦ Overactive Carnivore, when she’s hungry or needs to eat- she may be overly aggressive especially when she hasn’t had much sleep.
♥ Selective Narcoleptic, she goes to sleep at random amounts of time. Due to her hypnosis help- she can choose when she goes to sleep but not how long it will be. If she forks over one, she has to fork over the other.
♠ Bashful Extrovert, she is a mess when it comes to social outlets and has a constant conflict when it comes to it. She needs people to be around but she is shy so being her actual self is difficult and not being a clown is even more unsettling.

Romanceable:
Well if the story must go on!

Artist:
Me.
 
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SkittlesAndSpike

Definitely not a Fekfox
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

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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Dmitry

Edgebabby

Marcus Rochelli
Human | 22 | Portwatch, Taitelle
Name:
Marcus Rochelli

Nickname:
Fool's Gold, Roch

Race:
Human

Age:
22

Home Territory:
Portwatch, Taitelle

Profession:
Er...Businessman?

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 gray eyes can seem piercing and focused. His sandy-brown 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 Portwatch in the territory of Taitelle, 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. It was here and in the city around him that he learned to source contacts and make friends in low places, a skill he perfected as he grew up. It was along with this...business acumen, he also learned to wield a sword from someone that seemed to know his mother. Beyond that, he knew next to nothing about the man other than the fact that he came to his home once a week to train him.

As he began to grow into an adult, his travels taking him around the territory and his training sessions becoming more and more rare, his mother soon fell ill. When he returned to be with her in her final hours, he found the man that trained him. Without any delay, the man challenged him to a due, a final test. By the skin of his teeth, young Marcus won and proved his skill to his mentor. With a grin, the old man presented his protege with his sword and ring and urged him to take his place in a rebellion against the Empire, the items acting as his endorsement. Marcus grinned from ear to ear as well. He had known for quite some time that the Empire was on its way to a collapse and that it would punish its own people on its way down, something he'd seen reflected in the people he'd met.

When his Mother passed on, he began providing the rebellion with information and potential allies gathered through his contacts. This went on until the death of Magister Kiernan, some time before he received that peculiar 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 placed 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.
  • Bartering - Due to the...business he has done throughout his life, Marcus is adept at negotiating a deal.
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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DayDreamer

Badger Supreme
Writing Levels
Adaptable

Atlak
Forest Centaur | 24/Mail Centaur | Taitele/Kelna
Name:
Atlak

Nickname:
Greenhorn

Race:
Forest Centaur

Age:
24

Home Territory:
Taitelle Empire, City of Kelna

Profession:
Mail Centaur / Scout of new grounds for his family

Description:
Atlak is a reindeer centaur. His lower body is covered by grey, thick fur, with a white underbelly, that often sports dark brown highltights with the change of seasons. Atlak's human upperbody sports reindeer horns at the top of his head. Messy brown hair cover most of his forehead, but don't get in the way of his view. His eyes are really dark, almost fully black and almond-shaped.

Standing at 6'7, or 6'9 if you count his horns to his height, Atlak is pretty impressive. His body is strongly built but also on the lean side. Of course that is not much noticeable during the winter, when he tends to wear warm furry coats that make his human torso appear much buffer than it actually is. During summer he is used to moving around barechested or with a linen sleeveless tunic. His wardrobe doesn't have much variation to it. Everything is practical and consists of tunics and halters for when he works as a mail centaur from time to time for the local town and nearby villages and hard to reach farmhouses in the forest.
Personality:
Atlak is an easygoing person. That being said, once that easy going attitude reaches boiling point, Atlak can be very dangerous. His anger is cold and he will hold a serious grudge if his family or the forests they live in are harmed.

He is very compassionate and he loves his freedom as well as sharing his knowledge with others who are willing to listen and learn. He can get excited easily if he finds common ground with people. However he is also a bit of hothead, being unable to fully understand his father's stand on pacifism and being withdrawn from the world, moving away everytime they are presented with severe danger or difficulties. This has often caused him to be distrusting of newcomers to his terittory and moving around a lot has left him rather socially awkward in large crowds of strangers. So he tends to be a bit shy and skittish around strangers.

Bio:
Atlak's family used to be larger. Much larger. With the removal of the Guard Stones from the Tree, the land started slowly dieing. The centaurs of his herd, living off the land and relying heavily on it were from the first to get affected, not really ones to trade with humans or other races. They were forced to move around a lot in the forests near Kerna. Then eventually they split up. Some moved towards the Forest of the Ancients, others retreated to Estura. Atlak's father refused to abandon his home forest and so he stayed back with his wife, son and daughter.

Atlak grew up exploring the woods up to the point he came to meet the people from Kelna. At first he was sad and angry. He wanted to fight them. To stop them from cutting down anymore trees. But his father had stopped him and introduced him to them slowly. Atlak, being the curious kid he was, eventually came to understand their need for wood. But that didn't mean he had to like it.

However the kids of the town he was able to make friends with and in the end decided he could help the people living in his home forests by carrying letters for them in his free time or when there was need. Yet his blood boiled. When he realized the Empire was behind the slow death of the land, he joined the rebellion, determined to put an end to it all.
Magic:
Elemental magic, Earth, specializing in botany

Skills:
Archery, Navigation, Tracking, Bow making, Botany

Strengths:
Sure-footed, Keen senses, Agile jumper, Attuned with nature in forests

Weaknesses:
Low running endurance, Poor swimmer, poor dark-vision, Barely any magic training

Romanceable:
YES! duh!

Artist:
Awesome centaur artist!!!!!
 
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Kuno

Django Jane
DONATING MEMBER
Roleplay Invitations
Group Roleplays, One on One Roleplays, Private Convo Roleplays
Posting Speed
One Post a Day, A Few Posts a Week, One Post a Week
Writing Levels
Intermediate, Adept, Advanced, Prestige, Adaptable
Genders You Prefer Playing
No Preferences
Playing Style- Passive or Aggressive
I'm fine doing both. However, while I am ok with being the passive player, it would be nice if the aggressive player took suggestions from me every once in a while.
Favorite Genres
Fantasy, Sci fi, Romance, Historical, Modern, Supernatural
Genre You DON'T Like
School life

PHINEAS
Human | 36 | Taithros, Taitelle
Name:
Phineas de Pemos

Nicknames:
Fin, Finny (for his lovers only)

Race:
Human

Age:
36

Home Territory:
Taithros, Taitelle

Profession:
Ghostwriter (and impromptu advisor)

Description:


Phineas is an impressive specimen of man, gifted with a stature of 6 ft and impeccably handsome features. His body is lean and in good form, though to say he was athletically built would be a generous statement. He is meticulously well-kept, with nary a hair out of place on his head nor on his face. His hands and skin are surprisingly soft, a key indicator of the pampered life he has lived up until this point. When he walks, it is with a slight swagger, limbs loose and relaxed as if he hadn’t a care in the world.

His outer garments often betray him as someone of wealth. Try as he might, his penchant for finer things prevent him from wearing anything of poor quality. He tends to wear long tunics and high-collar shirts, staying away from the over-the-top robes his contemporaries insist on wearing. A steel sword hangs always at his side. At the hilt of the sword is scratched out hole where the family emblem used to sit.


Personality:


Endowed with a spritely and vivacious spirit, Phineas is not one to remain stagnant in his persona. Loving both life and all that comes with it, he lives each moment to the fullest, with a heady energy hardly found in men his age. He is a passionate man, whether it be in his love, his work, or anything else he sets his attentions too. Perhaps passionate to a fault; in his pursuit to experience all that life has to offer, Phineas is susceptible to making reckless decisions on a whim. He fancies himself a heroic adventurer of sorts and does not seem to realize that he is not, in fact, invincible.

But he can be quite chivalrous. Phineas’ immense respect for the opposite sex has put him in the mindset that they must be treated well at all times, as one would care for their own wife. He loves all women deeply and is quick to pursue it; race matters little to him. His affection towards them has spawned him no small smattering of lovers (and perhaps children) throughout Taithros, although he does not confess to committing to any of them.


Bio:


Phineas has never worked a hard day in his life. Being born to the Pemos family name came with automatic merits: endless coffers, elite education, and the immense privilege of being part of one of the oldest families in Taitelle. His parent’s specific branch of the family oversaw tax collections for the main district of Portwatch and its surrounding residences. As the youngest of three, it did not fall on Phineas’ shoulders to continue the family empire. Instead, for a time he was pushed to pursue a career in the Imperial Guard. Back then, his skill with a sword seemed promising. Delighted, he felt his calling was to be a valiant knight and signed up with the Imperial Guard as soon as he was able to. The experience was tragically short-lived. He never spoke of what happened to anyone, but sources claimed it involved a sword, his foe’s severed arm, and his face planting itself into the ground. Phineas wisely decided on another career.

He moved on to his next best talent: writing. It turned out that many high-ranking army officials and politicians were quite lacking in literacy and paid a pretty coin for someone to write speeches and letters for them. They needed something to infuse their image with intellect and charm, both of which Phineas possessed in apparent abundance. The demand for his written art placed him in a social sphere close to the Emperor and his associates, and by his 2nd year living in Taithros, he had firmly established himself as a fixture in Taithros’ elite society. Around this time, Phineas made a sizable contribution to the Magisteria Academy, where he would meet his soon-to-be good friend Magister Aona. He often attended her lectures on the guardian stones, and in private they discussed the state of the world and the wide scale corruption he witnessed when associating with his “high-class” friends. It was Aona who finally introduced him to the rebellion.

Phineas took her invitation to heart. He accompanied her to a small meeting of five, and although met with open hostility, he quickly pledged his support. The rebel cause utilized him to write anonymous and highly discreet missive to try and rally further support for the rebellion. Further, he would incorporate their words into current works he published. A rebel could identify a coded message from other literary works by a distinct watermark in the bottom right corner; after performing a short spell, the true words reveal themselves. He continued this work up until Magister Kiernan was executed. After that, he sought out Aona at the Academy but found her nowhere to be found. She had disappeared without a trace, and Phineas feared for the worst. Two months have passed with no word yet from her. It is his ardent hope that he will find her safe from harm at the next rebel’s meeting.


Magic:

  • Illusory (Glamour) - Adept, middle tier skill. Something that has more than once saved him from capture from would-be foes and spurned lovers.
  • Repel Enchantment - This enchantment on his sword allows any debris--blood, flesh, dirt--to be repelled instantly from his sword, keeping it clean at all times. A petty thing to most people, but necessary for Phineas.
Skills:

  • Grand Orator - His immense skill with both spoken and written words allows him to give voice to the cause, as well as provide rousing speeches for low morale.
  • Bladesman - Phineas is an average swordsman, although he hardly utilizes it, preferring to spare weapons until no other recourse can be taken. The blade at his side is mostly for show.
  • Blockhead - He has a higher tolerance towards subliminal magic than most, and can sense when someone is employing it against him. In addition, his skull is very hard. Avoid headbutting him.
  • Sharpshooter - As with most things, he was tutored in archery in his youth. Phineas still retains a high level of skill as an archer despite his reluctance to engage in battle.
  • Escape Artist - He’s had much practice over the years of breaking free from constrainments. Armed with a meager lockpicking skill and flexibility, Phineas is able to worm his way out of most traps and cages set upon him by others.
  • Mirror Image - His most impressive skill is the ability to mimick the movements, mannerisms, and occasionally voice of a subject after quick study. Combined with his illusory magic, he is able to create a convincing doppelganger of another man.

Strengths:

  • Wealth - Being of the Pemos family, Phineas possesses a considerable amount of money, as well as the deeds to certain holdings in the territory of Taitelle, as well as one in Estura.
  • Links - Both his line of work and his family have provided him with valuable connections with both government and army officials, although whether they will provide much use is questionable.
  • Humble - Despite his status in life, Phineas is reasonable in his view of himself, thinking he is no better than any other fool put on this planet. His lack of an ego allows him to function well in team capacities.
  • Renaissance Man - Having gained a general education of most studies as a youth, Phineas is a cultured, intelligent man. He retains knowledge easily.
  • Big Heart - Phineas is an affectionate man and loves freely. He is known to be a fantastic lover.

Weaknesses:

  • Gore - Phineas has a strong reaction to anything bloody or gory. He simply cannot stomach it; he will swoon.
  • Magic-less - Offensive and defensive magic never quite took to him, so he's quite ignorant and ill-prepared for it.
  • Lustful Eye - Beautiful creatures, predominantly women, distract him, to the point of abandoning tasks entirely. His insatiable desire for companionship can be a hindrance to others.
  • Noncommittal - Phineas is fiercely independent and wayward. Nothing can tie him down permanently, which makes him a flight risk if a situation turns hairy.
  • Rich Boy - Having lived a life of ease, he is unused to hard work and rough, poor travel. He stands out easily as someone of higher birth no matter how hard he tries to blend in.

Other Info:

  • He’s an absolutely atrocious flute player, but will insist on playing at any given opportunity. His response to criticism is that he’s still “learning”-- despite the fact he’s been playing since childhood.
  • Phineas is currently engaged to a rich heiress from Portwatch. He has been dodging the wedding for years now, which has moved his would-be bride to hire men to hunt him down and retrieve him. They have yet to succeed.
  • The Pemos family is widely despised by the common people for their widespread corruption and their collection of taxes for the Emperor. Although Phineas is cut from a different cloth, he often refrains from admitting his true identity upon first meeting individuals, especially fellow rebels.

Romanceable:
Yes, in every way

Artist:
(Include credit for FC artist, if applicable.)
 
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Lillian Gray

Craft Master
DONATING MEMBER
Roleplay Invitations
Not Taking RP Invites at this Time
Posting Speed
A Few Posts a Week, One Post a Week
Writing Levels
Give-No-Fucks, Advanced, Adaptable
Favorite Genres
Fantasy, Romance, Medieval, Action, Magic, Sci-fi
Genre You DON'T Like
Edgelord
Closed
Thank you to all those who have submitted character sheets, however, at this time we are no longer accepting applications for Heart of the World.