Invocatem - Characters

A

Asuras

Guest
Original poster
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Co-GM: @ERode

Status: CLOSED
Positions Available: 0/7









Character Sheet

Notes:
  • Ages should range between adolescent and young adult
  • Personality may be in paragraph form or as a list of positives/negatives.
  • Biography should lead up to the moment your character had been captured by Baelwill (the start of the roleplay)
  • You have free reign over your patron goddess's design. Don't be too broad with their aspects, though you are free to use unassociated aspects (e.g. "Fire" and "Tigers" etc, etc). Don't be afraid to try something you want.
  • Your character's "Inspiration" is their transformed state. Note here any characteristics to their powers/appearance that may change in this state.
  • The only place your character may not have originated is Baelwill.

[warning]This directory is for accepted sheets only. Do not post sheets here unless they have been accepted in the OOC.[/warning]

[Appearance as image at the top. May also include written description.]
[b]Name:[/b]
[b]Age:[/b]
[b]Origin/Birthplace:[/b]
[b]Personality:[/b]
[b]Biography:[/b]
[b]Patron Goddess:[/b]
[b]Powers/Talents/Skills:[/b]
[b]Inspiration:[/b]



ROSTER
 
Last edited by a moderator:
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Name: Hyacinth Solalessia
Age: 17
Height: 5'4"
Origin/Birthplace: Mecrundyr
Personality: Ever accustomed to the lifestyle of a travelling merchant, Hyacinth is strikingly at ease in her various social interactions, comfortably acclimating into groups with a sort of loud, almost frenetic - but mostly kind - charm. She was, her father would say, blessed with the ability to turn stranger into friend in a snap, but also friend into passing memory just as quickly. In truth, Hyacinth's conversations, and even significant parts of her friendships, serve largely as vessels for her own vanity, opportunities for the hopelessly self-absorbed girl to share her stories, infinitely more significant - in her mind - than the tales of others.

Woven from no small degree of confidence and almost preaching, virulent optimism, Hyacinth, fundamentally, believes in moving ever forward. Never particularly patient or deliberative, impulse and desire have always had a way of driving her.

Biography: Hyacinth was born the only child of one Falkreth Solalessia, a veteran (and elegantly self-named) merchant of such skill that it was once said of him (perhaps, by him): "Falk could sell the headsman's blade to the neck of the innocent". It was perhaps in her bloodline, then, that life on the road, carried by wagon and steed, would come easy to her. Perhaps destiny had its hand as well. Falkreth, after all, had been on the verge of settling down in his more seasoned years, but the passing of Hyacinth's mother - Mareisa, lovingly remembered - in childbirth laid the notion to rest. Before even her first year had come to pass, Hyacinth came to know of rain, thunder and snow from beneath the canopy of her father's wagon.

Assisting in the peddling of her father's various wares, she would grow to become ever the alacritous thinker, armed with a merchant's pliable tongue. Time amongst places, people, and customs new saw her fashion herself as an adventurer of sorts, a cavalier that pressed endlessly against the frontier. When the opportunity arose, she would traverse hills in the middle of precious nowhere, precarious cliffs and caves tucked away amidst the forgotten. Any of Falkreth's words of caution would fall upon deaf ears, and he would lay them to rest nonetheless; Falkreth, after all, had been much the same.

Her most memorable adventure, perhaps, had been the Waterfall. She had glimpsed upon a rainbow, its reflection painted upon the rush of waves that flowed vertical upon the rockface. Some foolish part of her had thought to ride the torrent downwards, shielding her own body with an empty barrel of ale. For brief moments, she was all-powerful, the conqueror of the rainbow upon the water. Perhaps to punish her for her arrogant, foolish delight, the barrel shattered.

In freefall, she felt something eerily like a second self, one that felt almost melancholic. Threads of rainbow would carry her back over the water, furling around her in a gentle embrace.

From then on, she would carry on her adventurous indiscretions with her passenger, one who was never satisfied. This continued until she was came upon by knights of some sinister appearance, with her father none the wiser. And when the Girl of the Rainbow Thread finally came before the executioner, some unfamiliar part of her felt almost at peace.


Patron Goddess: Valfermet, the Weaver - "Goddess of Wanderers, Ennui, and the Loom."
The patron goddess of landless knights and eternal vagrants, Valfermet is typically depicted as a modestly dressed maiden, with long threads of every color imaginable as her hair. The maiden beneath the veil of hair, however, is dull, grey-skinned, of form gaunt and atrophied. Valfermet was said to feed her threads into her oaken loom with spindly finger, weaving beautiful tapestries that depicted and directed the trials and tribulations of the wanderers in the world below. Her great curse is that she would never complete them; thus did she doom the wanderers' journeys to continue forevermore, woven into infinity.

Inspiration: When transformed, Hyacinth's entire form seemingly ripples, random parts of her body distorting and bending ever so slightly past their normal proportions for flickering moments. The outline of her body, as well as intermittent strands of her hair begin to shimmer and pulse with the glow of a rainbow.

Powers:
>Girl, Stranded: Drawing forth from Valfermet's powers, Hyacinth is able to manifest and, with but a thought and to a fine degree, manipulate large quantities and lengths of vibrantly colored thread. Generally, she is able to mottle and weave them together as if rope, carpet or tapestries, with a versatile set of uses; to traverse chasms and cliff-faces with remarkable speed and fluidity (almost as if flight), to form wide tapestries for use as bridges, to create trip-traps and giant slingshots, to bind foes or wounds alike.

>Weaver: Hyacinth is furthermore able to break down - with some doing - inorganic materials into thread form, while magically maintaining several of their inherent traits; threads of steel able to cut as if the sharpest blades, or threads of rock, heavy and stalwart.

>Regalia of the Restless Wanderer: Hyacinth is capable of generating special threads - generally only a handful - that capture the concept of the restless wanderer, of one who takes a thousand steps yet remains forever in place. In practice, these manifest in only a few ways:
1) Special threads that, with each end tied around something or another, serve as a 'spatial constant'; neither attached entity can move any closer or farther away to the other entity than the length of the thread itself.

2) Special threads that are thought to be mostly nigh indestructible albeit vulnerable to forms of magic, and also mostly immovable save for by Hyacinth's own will.​

Talents/Skills:
>Appraisal: Ever her father's daughter, Hyacinth has an extensive, almost inexplicable, intuition when it comes to the fair market values of an esoteric assortment of items, whether they be produce or baubles of some rare material.

>Athletic: Years of hiking and climbing have lent her no small degree of stamina and wiry strength.

>Whistling: A highly adept whistler, often to the annoyance of others. Favors whistling through a blade of grass.
 
Name: Caibry Vessil - Art by Kawacy
Age: 19
Origin/Birthplace: Verdigris
Appearance:
it's secretStanding at 5'11", Caibry is a tall and lean young woman, severe in both appearance and manner. Pale green eyes coolly watch from beneath narrow, expressive eyebrows. Barring the bangs that frame her face, her long, straight blond hair is kept tied back in a loose bun.

Personality:
it's secretIn Caibry's opinion, passion is a weakness. She prides herself on her ability to maintain her composure and avoid reckless plans of action. Self-assured, entitled, and vindictive, Caibry can come across as aggressively off-putting if she gets off on the wrong foot, but by no means is she a loner or heartless. Though not generally not one for physical contact beyond lightly touching people's shoulders or arms, she does enjoy being close to others and sharing the same space.

it's secretSelf-driven and ambitious, Caibry grows restless when she feels she isn't working towards her goals. The feeling of time wasted will eventually lead to self criticism and a growing sense of failure, even in situations when she's doing nothing because she knows it's the best course of action.

Biography:
it's secretThe third child of a noble family in Verdigris, Caibry was raised from a young age to do the family proud and uphold their reputation. Her parents were not distant or inattentive, but they were ceaselessly busy with matters of estate. As such, Caibry saw more of her rotating retinue of tutors and teachers than of her own mother and father. Loneliness was a near everpresent shadow, amplified whenever her siblings were sent off as wards or, as she grew older, married off. A loneliness she quickly learned to bear and hide, but never quite erase.

Like many other people of Verdigris, Caibry had an avid interest in harnessing the power of Reverence held by the knights of Baelwill. She bounced between patron knight to patron knight in the hopes that she simply needed to find one of enough influence to open the door, but to no avail. Without the ritual used by Baelwill knights, there didn't seem to be anything she or anyone else could do. So Caibry tried to convinced her parents to invite a Baelwillan knight to the estate in the hopes of teasing what they needed out of him. Already partial to the idea, it didn't take much for her to convince them, and the invitation was sent out.

However, it was while waiting for the knight's arrival that Caibry was joined with the fallen goddess Bahleze. A fact she did her best to keep secret, especially after the knight arrived, but he seemed partial to her parent's cordiality and showed no immediate signs of leaving. For months she managed to keep her condition secret and avoid unnecessary encounters with the knight but eventually, in the end, she was found out and caught.

Patron Goddess:
it's secretBahleze - Goddess of Silence, Mirrors, and Smoke
Alternatively known as The Faceless, Bahleze is often depicted as a featureless humanoid of cloudy glass, with swirls of smoke floating beneath the surface. The antithesis of conflict, Bahleze is said to be the proginetor of twins, as she believes that it is through our unique differences that strife is inherently borne. To be identical is to be at peace, and a world without definition is a world without pain.
Inspiration:
it's secretWhen transformed, smoke begins to permanently pour from Caibry's eyes and mouth, to the point where her eyes seem to disappear at a casual glance. Her body becomes pale and almost translucent, and seems to fade into the background when one doesn't keep a firm reign on their focus. Finally, she becomes incapable of creating noise of any kind, even through indirect methods such as knocking things over and/or breaking things.
Powers:
it's secretForm Fascimiles - Caibry is able to generate waves of smoke from her arms at will, but more than that, she can form this smoke into solid albiet near weightless objects. These objects can range from anything from a suit of armour, to a length of earth shattering chain, to even a steed to ride upon. Inspired: The complexity, size, and strength of Caibry's fabrications drastically increases, allowing the creation of such things as a small, nigh impenetrable tower; a gathering of phantasmal knights; or a river of binding chains, among other such things.
it's secretInduce Introspection - After a minute or so of exposure to someone - enough to form a decent mental picture of a person's looks and mannerisms - Caibry is able to take upon that person's appearance, if not their voice. In addition, she loses her own nonmagical capabilities such as speed, strength, and muscle memory in favor of those of her image. Inspired: Caibry's facsimile becomes more than a mere reflection and enters the realm of extended reality. Any wounds taken will also be partially inflicted on the person she is mimicing, and those same wounds on Caibry will be partially healed once she drops the form and returns to her own.
it's secretVoid Visitation - Senses, thoughts, emotions, drive. All can be silenced when Caibry exerts her patron's influence onto another. Most will find themselves sluggish and their world reduced to a near dreamlike fog; though the particularly weak willed may find themselves all but catatonic during the effect. Becoming injured, however, can act as like a bucket of cold water, shocking them out of their fugue. Inspired: Caibry can extend this effect to multiple people at once, and even the strong willed may find themselves struggling to retain their focus.
Talents/Skills:
it's secretWell Learned - Along with the lifestyle of a young noble comes an array of tutors and teachers. Caibry can speak, read, and write in a variety of languages; understands her sums; and has a general understanding of the cultures and traditions of other lands (at least among the upperclass).
it's secretWell Trained - Not all lessons are mental. Caibry has been trained in fighting with both short- and longsword, alongside a parrying dagger and shield respectively.
it's secretWell Versed - Confidence, entitlement, and a foundation of legitimate courage makes it hard to shake or cow Caibry. And those who try may learn in their failure that such things can work both ways.
 
[fieldbox="Ethel of Oisin, #A9A, dashed, 5"]
©Akimiya

Age: Sixteen.
Origin: Verdigris
Personality: Soft-spoken and kind-hearted, Ethel is not properly disposed for conflict, favouring the time-honoured tactics of retreating from or pacifying her aggressors. That is not to say that she is shy, however; to the contrary, she is naturally curious and interested in the affairs of others. She seeks to improve the lives of others, and where possible, foregoes judgment in favour of mercy, not trusting herself to important decisions.

Biography:

Nestled between the chilly woods and the coast, Oisin was a small town—only yet large enough that familiarity between residents was not guaranteed. Her parents work at a traveler's inn, and they had raised her lovingly therein, teaching her what they could despite their relative low class standings. Though without siblings, she formed tight bonds with other girls living in the area, many of whom came to her for guidance when in need. It was not long before she was old enough to serve the inn's guests alongside her parents, and she took great pride in her work. It was not unheard of for her to tend to the children while the adults lost themselves to the drink.

She does not remember the exact day that Vesjalla came to her—if anything, it was a gradual revelation. With it, however, came peril, as she grew increasingly wary of the knights of Baelwill that occasionally visited Oisin. After a few close calls, she resolved that her continued presence would only bring strife to her family and abode. It took nearly a year of preparation to bury all memory of herself from her parents and closest friends, but she left that town a stranger.

For about two more years, she wandered from town to town in Verdigris, bringing comfort to those in need and hiding her tracks as best she could. Alas, her caution was not sufficient. One day, she took pity on a Baelman who had lost a friend to the chilly nights, and the very next morning she found herself captured and led away by a consortium of knights.

[/hr]
Patron Goddess:
Vesjalla, Siren of Oblivion​

Birds

Forgetfulness

Sleep
Patron goddess of widows and orphans, she is oft depicted as either a motherly angel or a great white bird. Kind-hearted and deeply empathetic, she comforts the freshly-grieving to ease the pain of loss and help them move on to a more hopeful future.

Inspiration:
When calling upon divine influence, Ethel can take on one of two stances—or perhaps, more aptly, two phases.
  • In her defensive phase, two massive wings sprout from her back, encompassing herself and one or two others (dependant upon size) in a protective feathery cocoon. Throughout the duration, those trapped within will relive traumatic memories of pain and loss, with Ethel as witness. Any who look upon the cocoon from outside are wont to forget their purpose, and any who look away will just as quickly forget they ever saw it—though the particularly strong-willed can resist this effect.
  • In her offensive phase, Ethel spreads her wings, revealing a fierce angelic figure. Fluffy down falls like snow in a wide area around her, and all within moves slowly as if affected by Featherweight, though no wind will penetrate. Any feathers she fires from her bow, in addition to their normal effect, will automatically sap memories as if she were channeling Bliss, specifically using the first of the approaches listed. (Note: this phase is very draining, and Ethel will fall promptly to sleep after using it.)
Powers:
  • Featherweight. Ethel is able to alter her momentum by reducing either her velocity or her mass. This could manifest, for example, as her slowing her descent whilst falling, or by becoming light enough so as to be blown away by the wind.
  • Drowsy down. Feather arrows fashioned by divine essence, they fly faster and punch harder than Ethel's bow's draw-weight might imply. Should they pierce armour to the flesh behind, they will leave no physical mark; instead, any injuries they would have inflicted are converted to fatigue. A lethal shot, such as to the heart or head, will put the target immediately to sleep. The arrows fade after an hour, or they may be removed by force.
  • Bliss. A channeled ability, she is able to erase memories from a sleeping target's mind, at a rate of about one day's worth per hour. There are three general approaches she can take:
    • Erase memories working directly backwards from the moment the target fell asleep. This is of course time-consuming, but requires no knowledge of contents.
    • Search for and erase memories that she and the target share.
    • Increase the time it takes for the target to recollect anything relating to a particular subject (concept, person, place, etc). Much faster than actually erasing memories, but its effectiveness is reversely proportional to the target's familiarity with the subject.
Talents & Skills:
  • Siren Song. It is unclear if Ethel's talent was at all influenced by Vesjalla's presence, but her voice has a captivating quality; slow, sad, and vibrant. For individuals with whom she is particularly familiar, she can even tailor her lament to draw out pangs of emotion.
  • Trueflight. After years of training, her aim is such that regardless of rain or wind, her arrows fly true. Were it not for her divinely enhanced ammunition, however, she would not be able to pierce anything tougher than a deer's hide. As it is, breaking through plate or chainmail is beyond her ability.
  • Featherfoot. Very nimble on her feet, Ethel has little difficulty getting to hard-to-reach places; and her light frame and precise balance allow her to move quickly across the most unorthodox of terrains.
  • Bird-brain. Educated by her parents, Ethel can read, write, and perform simple arithmetic.
[/hr][/fieldbox]

Less formatted version:
[spoili]Name: Ethel of Oisin
Age: Sixteen.
Origin: Verdigris
Personality: Soft-spoken and kind-hearted, Ethel is not properly disposed for conflict, favouring the time-honoured tactics of retreating from or pacifying her aggressors. That is not to say that she is shy, however; to the contrary, she is naturally curious and interested in the affairs of others. She seeks to improve the lives of others, and where possible, foregoes judgment in favour of mercy, not trusting herself to important decisions.

Biography
:
Nestled between the chilly woods and the coast, Oisin was a small town—only yet large enough that familiarity between residents was not guaranteed. Her parents work at a traveler's inn, and they had raised her lovingly therein, teaching her what they could despite their relative low class standings. Though without siblings, she formed tight bonds with other girls living in the area, many of whom came to her for guidance when in need. It was not long before she was old enough to serve the inn's guests alongside her parents, and she took great pride in her work. It was not unheard of for her to tend to the children while the adults lost themselves to the drink.

She does not remember the exact day that Vesjalla came to her—if anything, it was a gradual revelation. With it, however, came peril, as she grew increasingly wary of the knights of Baelwill that occasionally visited Oisin. After a few close calls, she resolved that her continued presence would only bring strife to her family and abode. It took nearly a year of preparation to bury all memory of herself from her parents and closest friends, but she left that town a stranger.

For about two more years, she wandered from town to town in Verdigris, bringing comfort to those in need and hiding her tracks as best she could. Alas, her caution was not sufficient. One day, she took pity on a Baelman who had lost a friend to the chilly nights, and the very next morning she found herself captured and led away by a consortium of knights.

Patron Goddess:
Vesjalla, Siren of Oblivion​
Birds Forgetfulness Sleep
Patron goddess of widows and orphans, she is oft depicted as either a motherly angel or a great white bird. Kind-hearted and deeply empathetic, she comforts the freshly-grieving to ease the pain of loss and help them move on to a more hopeful future.​

Inspiration:
When calling upon divine influence, Ethel can take on one of two stances—or perhaps, more aptly, two phases.
  • In her defensive phase, two massive wings sprout from her back, encompassing herself and one or two others (dependant upon size) in a protective feathery cocoon. Throughout the duration, those trapped within will relive traumatic memories of pain and loss, with Ethel as witness. Any who look upon the cocoon from outside are wont to forget their purpose, and any who look away will just as quickly forget they ever saw it—though the particularly strong-willed can resist this effect.
  • In her offensive phase, Ethel spreads her wings, revealing a fierce angelic figure. Fluffy down falls like snow in a wide area around her, and all within moves slowly as if affected by Featherweight, though no wind will penetrate. Any feathers she fires from her bow, in addition to their normal effect, will automatically sap memories as if she were channeling Bliss, specifically using the first of the approaches listed. (Note: this phase is very draining, and Ethel will fall promptly to sleep after using it.)
Powers:
  • Featherweight. Ethel is able to alter her momentum by reducing either her velocity or her mass. This could manifest, for example, as her slowing her descent whilst falling, or by becoming light enough so as to be blown away by the wind.
  • Drowsy down. Feather arrows fashioned by divine essence, they fly faster and punch harder than Ethel's bow's draw-weight might imply. Should they pierce armour to the flesh behind, they will leave no physical mark; instead, any injuries they would have inflicted are converted to fatigue. A lethal shot, such as to the heart or head, will put the target immediately to sleep. The arrows fade after an hour, or they may be removed by force.
  • Bliss. A channeled ability, she is able to erase memories from a sleeping target's mind, at a rate of about one day's worth per hour. There are three general approaches she can take:
    • Erase memories working directly backwards from the moment the target fell asleep. This is of course time-consuming, but requires no knowledge of contents.
    • Search for and erase memories that she and the target share.
    • Increase the time it takes for the target to recollect anything relating to a particular subject (concept, person, place, etc). Much faster than actually erasing memories, but its effectiveness is reversely proportional to the target's familiarity with the subject.
Talents & Skills:
  • Siren Song. It is unclear if Ethel's talent was at all influenced by Vesjalla's presence, but her voice has a captivating quality; slow, sad, and vibrant. For individuals with whom she is particularly familiar, she can even tailor her lament to draw out pangs of emotion.
  • Trueflight. After years of training, her aim is such that regardless of rain or wind, her arrows fly true. Were it not for her divinely enhanced ammunition, however, she would not be able to pierce anything tougher than a deer's hide. As it is, breaking through plate or chainmail is beyond her ability.
  • Featherfoot. Very nimble on her feet, Ethel has little difficulty getting to hard-to-reach places; and her light frame and precise balance allow her to move quickly across the most unorthodox of terrains.
  • Bird-brain. Educated by her parents, Ethel can read, write, and perform simple arithmetic.
[/spoli][/spoili]
 
mooonwaifu.png
5'7"
Name: Xinyue Khulan - Age: 22 - Origin/Birthplace: Ju Ren Kyo - The Dull Stretch

Personality: Xinyue is fairly whimsical and not afraid to flaunt her abilities in the proper situation. A woman of the Steppes, she's fairly sociable, but not friendly in typical terms. Usually properly spoken - if not stern and hostile - her nature of speech is more suited to a Tribal Chieftain looking at lessers and subordinates. Aside from that, it can be said she treats others fairly well and civil.


Much like her Patron Goddess, Xinyue seems to have lofty arrogance and self respect, but not many ambitions. Like the Moon rises and sets, so does she. Preferring the afternoon or night hours, she is by no means a morning person. Not afraid of her powers or public reaction, she does have sense enough to not just use her Inspiration in a public setting for the most part. On the day and night of the New Moon, she seems fairly lethargic and lazy. On that of the Full Moon, she seems more perky, if not aggressive.

Showing a disposition to the use of force from having lived on the Steppes, she is a natural wrestler that doesn't shy from force and aggression. Curiously, Xinyue is a fashionable dresser by some standards, and a dried red Lotus seems to be her hair ornament of choice. A woman that will often pose serious - if not hostile - questions to those who make mistakes, her claim of being a priestess does not provide much comfort. Given the nature of her personality and Goddess, Xinyue is something of a habitual trickster or liar, keeping information to a need-to-know bases. What she may be thinking or plotting can be a mystery, if there even is a goal in the first place.

Biography: Born on the Steppes of The Dull Stretch, Xinyue was born to one of the traveling tribes of the Khulan Family. Xinyue was an accomplished rider and archer, noted for her trickery and harshness; Qualities well suited to life on the Steppes at least, but ones that would generate friction with her fellow siblings and tribesmen. Working her way up in terms of influence and power, Xinyue - even at a young age - had a preference for clothing from the Cities and was noted for her Red eyes, as well as the ability to haggle with traveling Merchants in need of the Tribe's service.


Around the age of Sixteen Xinyue was exiled from the Tribe for fears of attempting to gain status above the Chieftains and suspected theft. Though the charges had no firm proof to them, the powers at the time cast her out anyway. Having known of the followers of Tsuki-no-Tama, the young girl met one of the traveling Priest sects and fell into their number. Learning how to read and write, among other social skills, she would become a Priestess of the order, traveling the vastness of the Steppes and to the Cities of Ju Ren Kyo. Never settling anywhere, she did keep up her duties to the order, though her personality and long absences made her activities questionable to some.

A little under three years ago, Xinyue's life would take a sudden turn. With the mysterious circumstances of three years ago, in the following months, the Goddess Tsuki-no-Tama joined with Xinyue; a fact she knew at once from her slit-eyed pupils and the sudden understanding of her Horse. Not fearing the power, Xinyue decided to make use of both aspects of the Goddess whom she seemed to share much with. She offered her services as an animal whisperer on one front, but at night she would transform into a Werebadger who attacked encampments across the Steppes. These attacks were always non-fatal and seemed to occur only to cause chaos to those who had not offered their Silver on the New Moon to Tsuki-no-Tama.

This remoteness would not keep the Knights of Baelwill ignorant of her situation forever. Eventually, as word spread, the Knights would set a unit upon the Steppes in an attempt to find what they believed were two separate figures. Following weeks of tracking, aggravating night pursuits, animal attacks and random raids by the Werebadger they were hunting, the Knights eventually cornered the woman. Sitting on a rock she was complaining about a broken bow, ruined boots and her horse running off, asking them what took so long.

While her attacks seemed to follow previous patterns that brought her to their attention in the first place, a number of Knights were wary of her for surrendering so easily.


Patron Goddess: Tsuki-no-Tama: Goddess of the Moon, change, wild beasts and trickery.


Tsuki-no-Tama stands in opposition to the Goddess of Civilization. Tsuki stands for the wild and free, removed from the city, the counter to Civilization. She is popular among travelers, night workers, rural communities, bandits and those who "work in the shadows". Of note is the Festival of the Passing, in which the followers of Tsuki will collect silver coins, or other silver items at the New Moon of every equinox, to later be thrown into the sky in the hopes of safe journeys and success. The following Full Moon of every equinox, what money is left in the hands of patron Priests or Priestesses can be used for festivals, given to the poor or various other uses to promote some sort of change in the lands of Ju Ren Kyo.

A popular use is in the form of Costume parties by the traveling Clergy, where food is given to wary travelers and the destitute in the region.

While all of these may seem well, Tsuki is the embodiment of Trickery, The Wilds and as with the passing of the Moon, can be a harbinger of fortune or destruction. The Merchants of Ashikami and the followers of the two principle Divines of the region, are understandably irritated by this, tolerating it as the reverse of their own Goddess. Tsuki-no-Tama is often physically represented by a Silver Badger or a Woman of dark demeanor in robes lined with Silver, baring aspects of a Beastman.


Powers:


Nocturnal Blessing (Inspired Form only): Transformed state, takes on many beast like attributes found in Werebeasts of myth and legend. This provides the normally unarmed and unarmored woman, skin and claws on par with high quality armor. Which provides Xinyue a superior striking ability versus most common soldiers.


The downside is this form is impossible to conceal from others when in use. Given Myth and Legend, this form tends to be feared by locals. While her clothing tends to stay intact this does not extent to her boots, a fact that annoys her endlessly. Minus on the night of the Full Moon she retains most traces of humanity short of her arms, legs and some body hair.

Slight of Hand: A unique ability of her Patron Goddess, Xinyue can upon seeing or being able to picture a small item deconstruct it and cause it to reappear in her own hand of choice. However it is tied to three rules;


One the item cannot be more valuable than the same object size in silver.
Two it must be able to fit in the palm of her hand.
Three it must be returned to the original owner or another person or place connected to them before nightfall or sunrise.

In principle its a rather good party trick or useful for "barrowing" keys, among other things. Though having to return the item to the item to the owner can be creatively done, or highly problematic.


Ode to Beasts: A "power" most would question given her personality. She can converse with animals and understand what they are thinking or what their observations might be. Typically it's more effective on wild animals, such as Wolves, Foxes, Raccoons and Badgers. Cats she claims are uncooperative and birds can be hit or miss with their heads in the clouds.


Because of this she mostly uses wild animals for communication and information. In turn for this gift she's known to communicate to owners and tamers on the animals behalf. The nonsensical nature of these conversations leaves one to wonder if she's just insane or a jester however.

Given this is the ability to converse it is not a given that animals will just do what she wants for nothing in return. Though it is possible to ask them for help, wild animals that already have a disposition against humans are far easier to strike an agreement with.

Tsuki's Blessing/Curse: Owning a Silver coin with the Goddess on one side and a hooded skull on the other, Tsuki can potentially change a person or events fate. Often with mixed results to be called both a blessing and a curse. A number of Priests and Priestesses of Tsuki can seemingly make use of this ability though to a much lesser extent. If not for it's uncanny nature most would not hold stock in it. One example would be a group of Adventures once wishing for Tsuki's Blessing, the end result was the group running into numerous strong creatures that gave them trouble. When they demanded for the blessing to be revoked, Xinyue reportedly laughed, stating;


"It's a Blessing if you win, a curse if you lose. Do you really believe the Blessing of a God of Change do not carry weight, or all change will aid you?"

Xinyue is known to use the coin to test her own luck, or to make up her mind on some decisions.

Moon Spear/Blast (Blast Inspired Form Only): Able to call upon the magical energies within her hands, in the first default use a beam of silver light magic forms into a spear. Capable of piercing the armor of multiple soldiers upon a throw the spear dissipates it's energy into a small explosive blast upon ceasing forward movement. In her Inspired form it's possible with time to summon energy into both hands and create a ball, that can be hurled into enemy lines or detonated around Xinyue. A pure energy attack it is fairly powerful for front line use to the expectations of such Magic in the current era.


(Can provide a more rough figure for that if need be, I personally picture something like a large grenade launcher in terms of power if that's not too weak/strong.)

Talents/Skills:


Equestrian Tribesman: Born to a Steppes Tribe, riding is as natural as walking. Possessing a "natural" skill with the bow on horse back, she is a rather capable archer. Currently she lacks both a bow and horse.


Martial Fighter: Using adaptive fighting style from the Step Tribes, Xinyue is a fairly effective fighter. Counting heavily on footwork, hooks, jabs, pinpoint strikes and grapples to get in close. Her Philosophy on fighting armed opponents is simple, if not prideful; "Get in close and underneath, do I have to explain everything?" Seems to have a bit of experience and ability to be quick in bursts from fighting various threats over the last few years.



Scout: Xinyue is a capable scout and tracker who likes to see new places. Able to compile and retain large amounts of information she knows the area of Ju Ren Kyo rather well and has shown a capacity to adapt to other areas. Her ability to ask the Wildlife for information and years of life on the Steppes are the source of this skill.


Practical Knowledge: While not exactly a fine arts student or high society, Xinyue shows a surprising amount of social graces and understanding of society. This is in part to her visits to Urban areas for trade and business. Operating around sketchy figures at times, her nature and the need to decipher the meanings behind what the Animals would tell her necessitated at least a basic level of social skills.


The occasional Priest or Priestess of Tsuki-no-Tama also proved invaluable with teaching proper hygiene, reading and writing. While it is unlikely she would know court protocol, Xinyue has a surprising amount of trivia like knowledge, from the uses of rice water, to using caged birds to tip off poison gas.

Inspiration: Typically Xinyue takes a mix of Tsuki-no-Tama's personifications, this includes the growth of claws, tail, hide like silver fur along her limbs and core body. In a typical transformation most of her human features remain in terms of her skin, hair and eyes, owing to something of a physical match to the Goddess.


Under the influence of the moon her powers can wane to their weakest on the new moon and the strongest under the full. Otherwise the power is moderate between the two states, including a partial transformation. While a full transformation is not possible on the night or day of a New Moon, a full moon Inspiration leads to a far more frightful transition.

Given she cannot just shut off this inspiration, Xinyue seems to carefully consider it's use as she'll be stuck in that form for a number of hours. The only other thing of note is she generally has night vision and a sense of smell far superior humans, on par with expectations of Tsuki-no-Tama.

 
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Name: Faire Miland
Age: 20
Origin/Birthplace: Baelwill
Personality:
  • + Righteous
  • + Open-minded
  • + Future-oriented
  • - Severe
  • - Paranoid
  • - Distant
Biography:
A vision. A divine word. A will to see right.

It came to her in a dream, and she awoke to find her heart occupied twofold by spirit and goddess. What was divulged to her, only she understands. It was enough to spur her into betraying her country and brothers for foreigners; young women bearing the divines who had long ago tossed her nation into darkness.

Whatever she sees and feels, Faire seeks to mend something, or perhaps to avert disaster in the future. And to do so, she must help the remaining Chosen.

Patron Goddess:
■■■■■■■■■■■■
Faire maintains secrecy over the identity of the goddess within her, but it is well clear that she at least has one.

Patron Knight:
<Emprana, The Impostor Mage>

A knight of grandiosity. One of the drivers of what Reverence has become today. Emprana is the golden king of magic, and yet the very image of what Reverence represents; the defiance of the gods and their magic. To the knights of Baelwill, Emprana represents the ultimate rebellion, taking magic for oneself without the blessings of the gods. A demon in the flesh, antithesis to the divines. With this untrue magic comes severity in effect; the sheer struggle to manifest it brings violence and power. A feral will to rise up to the status of humans.

In this light, Emprana wore a golden suit of armor, decorated with the helm of an eagle, rising to meet heaven.





Name: Tomonomiyatsuko "Atsuko"
Age: 21
Origin/Birthplace: Dokoshin, Ju Ren Kyo
Personality:
Biography:
For much of Atsuko's life, the world was merely a forest clearing. As a Tanna, society dictated that few venture out of the safety of their isolated world, far to the Northeast. She knew only those of her kind, only those customs of her kind, only those experiences of her kind. Life was simple and guaranteed, and she enjoyed it in a simple manner.

But when their patron goddess, who ensured this way of life, had vanished from the heavens, all seemed doomed. Nestled within her, the city's priests and priestesses knew immediately what had become of their divine patron, and yet they could not simply allow her to remain within Dokoshin; Kazenaraka's power was fading in comparison to her state in the heavens, and with time their wards would disappear. They needed a way to return Kazenaraka to heaven, and one prophet seemed to know the only solution; commune with the other goddesses, and solve the issue together.

And so, out of duty, Atsuko ventured forth from Dokoshin to find her chosen sisters, determined to ensure the preservation of her society's safety and customs.

A young man she came upon in the West would prove to be her savior from certain death.

Patron Goddess:
Kazenaraka - Goddess of Wind, Isolation, and Spirits

Sister to Talai, Goddess of Rain and Storms, Kazenaraka (called Zephyr in the West) represents the failures of her siblings healing powers. Incapable of mending the wounded, her patrons are left to die, and in her jealousy of the miracles she cannot provide, binds their spirits to the mortal world, doomed to wander forever. It is said that those spirits who have been here the longest have become one with the wind, so listless and faded into the surroundings that they float and are carried away.

To most, Kazenakara is an abominable Goddess, one who would never be cherished by any sane mortal, but to the Tanna of Dokoshin, Kazenakara is traditionally their beloved saint. Customs in the remote and secluded cities and villages of the Tanna enjoy protection from the outside world, isolated through the power of Kazenakara; surrounding their homes is the phantasmal wind of the deceased, warding would-be visitors from even witnessing the civilization of the Tanna.

Only the worshippers of Kazenakara may find their way through the wind, welcomed by their ancestors into the folds of Tanna society.

Powers/Talents/Skills:
Gusts - Atsuko can summon bursts of wind, strong enough to sway the unprepared, and knock over the oblivious. Such powers take little out of Atsuko, and are more or less useful only as distractions. As the sister to the Goddess of storms, Kazenakara is below the power of hurricane-force winds, it seems.

Onmyodo - Atsuko can speak with the dead, regardless of their origin or time of death. So long as the deceased's spirit remains upon the mortal realm, Atsuko may speak with them.

Obfuscating Winds - Passively, Atsuko can erect an aura surrounding herself and others nearby that does not strictly render them invisible (someone at a distance could see them clearly), but which renders one's ability to perceive specifics of what they are looking at difficult. An enemy caught within these winds may be able to understand that they are in the presence of Atsuko, but cannot strictly say 'where' she is. It is a simultaneous seeing of her, and not being able to say where exactly that is. The strength of these winds can grow with time, so long as she remains within a relatively small area (a home, for example). Given enough time, however, those affected by the winds will be able to discern her position more clearly.

Spirit Resonance - An accursed ability, Atsuko can strike the soul directly, avoiding the material surrounding an opponent entirely, and harming their very essence. The effects are wildly variable, and do not appear to be consistent. In addition, the strong-willed are less-affected by this, leaving her even more at a disadvantage against powerful warriors.

Inspiration:

Atsuko takes on the sorrowful appearance of the terrestrial queen of the dead, losing the remaining silver in her hair to become deathly white. Wisps of her clothing extend into ethereal fabrics, blowing aside even without the presence of true wind. Images of the dead waver in and out of existence around her, so transient one might wonder if they had even seen anything at all.

In her inspired form, Atsuko's ability to isolate oneself from the world around them increases a hundred-fold. Where once she remained material and tangible, Atsuko can now truly distance herself to the point of true ghostliness. Atsuko can extend this to friends, and even foes, rendering them incapable of interacting with the mortal realm. The effect, of course, disappears once she returns to her normal state.

It should be noted that enchanted weaponry, even when rendered incorporeal, can still harm 'ghosts', such as herself in this form.
 
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...minus the adorable little creature on her shoulder.

Name: Hira (family name here)
Age: 13
Origin/Birthplace: Rokon

Personality

Likes
  • Solitude - To be left alone, and not bothered by loud, highly-energetic people.
  • Books - To read about the cool new scientific discoveries about the world.
  • Art - To draw, color, rearrange, and beautify.
  • Warmth - To be embraced by the comfort of sunlight, or another source of warmth.
  • Rokon - To tell stories of her beloved home and (ideally) remain there.
  • Aureola - To be comforted by the presence of a perpetually silent friend.

Dislikes
  • People - To be constantly nagged for attention and/or crushed with expectations.
  • Cold - To be even the slightest bit chilly.
  • Rain - To be anywhere near the cold and wet sky water.
  • Romance - To suffer through watching other people's awkward relationships.
  • Betrayal - To have trust or kindness betrayed, even on small matters.
  • Drama - To see people get hostile for stupid reasons… which 'obviously' doesn't apply to her, because all her accusations have solid reasoning to them.


Biography

As the daughter of Prikta - and potential successor to the Rokon throne - Hira's life was filled with lofty expectations. The expectation for her to grow up strong, for her to study up on foreign policies, and for her to truly strive for the title of queen.

Unfortunately - though she'd never admit it out loud - as Hira grew up, she quickly came to hate the path she was on. It sounded like a dull, boring life of constant political decisions. Contrast it with all the fun things: like glassblowers making beautiful goblets, or scientists learning how the world worked, and the throne just looked like a trap. A dull, monotonous trap, that would hold her hostage forever. But how could she admit it? She couldn't. Even the thought of her mother's disappointment was enough to drive the thought away.

And so she continued, learning of royal traditions and foreign politics, all while diving into the latest research notes, or sketching random objects in her spare time. Then, what she still considers the greatest day of her life came along, where she was united with her strange 'soulmate.' Suddenly, she could perform all sorts of powerful magic. It was a great feeling, and - more importantly - it was useful! If no one else knew she had this power, all the better!

Not long after this, however, a band of knights from Baelwill arrived in Rokon, demanding the 'Host of Aureola.' After an unsuccessful search, they accused Rokon of hiding the Host and left with an ultimatum: if the Host was not handed over in a month, it would mean war with Baelwill. Hira - overhearing this - began to regret hiding away, and slowly-but-surely worked up the courage to do what had to be done.

Perhaps they just wanted to talk, Hira thought to herself. To give her a gift. Or to congratulate her. These thoughts - and several others like them - were what kept her going as she left home to go west to Baelwill. When Hira arrived and made it clear who she was, all the pleasant hopes fell away. She was going to die. That sharp, painful axe was going to end it all, and there was nothing she could do…

In that moment, she wished she could take it back. Anything to continue on from here alive and escape, head fully attached. As luck would have it, she was given just the opportunity…


Patron Goddess
Aureola - Goddess of light, secrets, and loyalty shadows, crime, and war

Aureola is a misunderstood goddess and one that usually likes to keep to herself. Although her magical domain is Light, the (very) few people she gifted with her magic more commonly used it to hide and deal in the shadows. For this reason, Aureola is publicly associated with shadows, darkness, and crime. To those who know of her true nature, she is associated with light, secrets, and loyalty.

Aureola is often just as loyal to those who follow her as they are, and is known as one of the few goddesses to have personally intervened in human conflict. As a result, she is also publicly associated with war.



Powers

Invisibility - The ability to vanish from view at will
  • Certain situations can still show her position, such as a strange, human-shaped, empty spot in the rain, or footprints in the sand.
  • Oddly, Hira still shows up in reflections, even while invisible: potentially the result of some history between Aureola and Bahleze.

Paravision - Perfect vision from any direction
  • Hira can see by absorbing the light around her directly instead of through her eyes.
  • This makes her extremely perceptive to any kind of movement and almost impossible to sneak up on.
  • Paravision also doubles as a weak form of darkvision.

Illusory Image - Conjure a false image
  • The illusion looks real and - if it's a person - can even perform simple actions independently of Hira.
  • The illusion vanishes while there isn't a direct line of sight between itself and Hira.
  • The illusion is purely visual, and has no sight, sound, feel, or taste to it.

Beam Sentinel - Summon an immobile sphere of light to blast lasers at foes
  • The sentinel sphere remains floating in place and absorbs the light around it, firing a powerful beam when it has absorbed enough.
  • If the sentinel is ready to fire but has no target, it releases all light in a harmless flash. This continues in a cycle, making evasion a matter of timed ducking under cover.
  • The cycle is based on the light it can absorb, and is much faster in bright areas.

Photonic Armament (Inspiration Only) - Fashion a powerful sword and armor out of the light
  • The glowing light material the sword and armor are made of is both harder and lighter than steel.
  • As usual, these are stronger in bright places, and weaker in darker ones.


Skills
  • Politics (Baelwill excluded) - Although not up to the royal standards, Hira still has a lot of political significance in the East. This may end up more of a negative thing, depending on the situation.
  • Art & Decoration - Hira's fairly good at making things pretty.
  • Stealth - Hira was already skilled at sneaking around, but her magic boosts it to a disturbing level of stealth that leaves you constantly wondering if you're being watched.
  • Chemistry - Rokan chemistry is nowhere near modern, but Hira has a more advanced knowledge of the topic than most of the world outside of her homeland.


Inspiration

While transformed, Hira's body ages to a tall young woman of around 18 years. Her hair instantly grows long and shifts from black to pure white. Additionally, Hira's body radiates with a bright light that illuminates the area like a giant lamp. This also empowers most of her magic, allowing her to act as if she were standing in bright daylight, even in the darkest of places.

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Wren Sozu

Age:
19
Origin/Birthplace: Alkrisia

Appearance:
Her hair is long, ginger, and extremely scruffy, often poking out between folds of crumpled cloth. Both of her wide eyes are a cloudy blue-grey. Her skin is dark olive, and her complexion is somewhat rough. She stands rather short at 5"3, but has a surprisingly muscular frame. This and the fact that she always covers her face with a black, white-striped mask makes her look somewhat androgynous at first glance. She always wears a ripped collection of rags (looped with various rings) that gives her a very untidy & strangely concealed appearance. Both of her slightly pointed ears are pierced with various iron rings.

Personality:
An extremely quiet sort of person, Wren never likes to be at the center of attention, and is almost never the one to start a conversation. Very shy at heart, Wren really doesn't like it when people get too close to her (and hates being touched even more), often running back a few steps from someone if she feels overwhelmed. When it rains, Wren seems to get oddly hypersensitive, often bursting into tears (be it through joy or sadness) at tiny little things. She seems to get very depressive at the later hours of night.

She's easily intimidated and highly dislikes conflict of any kind, usually making any precautions possible in order to avoid or break up a fight. She hates seeing anyone in pain or suffering, and does whatever she can to help them, even if she'd consider them her 'enemy'. In the rare instance she does say more than a sentence, she talks with a strange, almost poetic choice of words that gives the girl a very odd demeanor. Despite the fact she doesn't like to be noticed, she still seems to like helping or showing appreciation for other people, often anonymously doing so.
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Biography:
A fourth child, Wren was born into a somewhat poor human family within a shoddy village within Alkrisa. The family worked hard to farm beautiful lotus flowers in order to get by, their fields one of the spectacles within Alkrisa, though it didn't pay particularly well. Wren was also born into a somewhat cruel and superstitious family who were disappointed at her birth, believing the number '4' to be a sign of ill omen, and also appalled that Wren turned out to be a girl where they were expecting a boy. Because of these reasons, she was seen as a sign of ill omen, but for the sake of their reputation, they couldn't simply abandon her.

Regardless, Wren was treated as if she were the runt of the litter as she grew up, often neglected by her fellow parents and siblings, and given the more harsh punishments and chores to do with little to no reason behind them. She grew up as a chirpy and kindhearted girl, who slowly turned more and more shy and reclusive as a result of her treatment. Whenever she seemed close to getting a friend, they eventually turned away and ignored her upon hearing she was a sign of 'bad luck'. Wren grew up with only one or two people she could consider close friends, and was often bullied.

When she was still young, one of Wren's older brothers suddenly stood up for her one day, which caused a huge argument throughout the house. Completely silent in the screams, Wren closed her eyes, before deciding it'd be better for her to just run away from home if she was such a burden to everyone, waiting for the right moment to just slip away and run anywhere. In the pouring rain, with little-to-no supplies, Wren found a quiet spot in the marshlands, and cried for hours on end; letting out her bottled up emotions and weeping more than she'd ever done in her life.

Wren stopped crying, however, when she noticed an injured deer in front of her, an infected wound in its side caused by improperly shot arrows. It was on the floor, coughing and choking, and it didn't look like it'd survive the night. Where she could've killed it for the meat she desperately needed, instead, a burst of emotion erupted inside her, and the next thing she knew, her appearance had completely changed into someone who she could feel she... wasn't, but was at the same time. The droplets of pearl-white rain around her fell onto the injured deer, gently glowing as it slowly repaired the animal's flesh. When the deer eventually came to and pranced away in a confused manner, Wren couldn't help but cry with joy as her appearance turned back to normal.

Upon realizing she wasn't just a normal girl, Wren naturally learnt the ways of her powers and the ways of the wilds, wandering alone to travel across the land to use her 'miracles' to aid anybody who needed it. People wouldn't trust her at first, until she revealed her true appearance, asking to bring the injured and desperately sick outside so she could restore their bodies anew with that glowing, life-imbued rain. She finally realized that the only way she felt truly alive was by using the gift of her Goddess in order to help people, and she finally felt like she had a purpose aside from being some 'ill omen'.

She cared more about others around her than concealing her secret, and a result, her carelessness eventually bought the knights of Baelwill to one of the towns she was residing in. They gave terrible threats to the village if they didn't co-operate in trying to find her, claiming they 'knew she was here somewhere'. Not wanting anyone to be punished because of her, Wren ran forward to give herself up, and for the Baelwill knights to just take her instead of trying to hurt anybody. Dragged off as a prisoner, Wren was to be beheaded along with many more, until a twist of fate gave her the mysterious savior she desperately needed...
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Patron Goddess:
Talai, Goddess of Rain, Mist, and Storms
A kindhearted - yet one of the most moody and emotional Goddesses - it was said that Talai was one of the key parts in creating life, her power creating the storms and showers that would later form oceans, lakes, and rivers, and wet the soil that would later be cultivated by life of all kinds. Though she's often associated with life, harvest, and nature, she's also associated with bad luck and misfortune by some, as the heavy storms and lightning she brings are signs of her weeping or screaming out in fury.

Inspiration: When Wren transforms, her scruffy hair seems to lengthen and curl into a bushy mass of deep silver, like a stormy cloud. Her eyes glow and crackle bright, lightning-blue that emit light even in pitch blackness, and she always seems to emit a steady stream of tears from her eyes that pitter-patter gently against the floor, despite her current emotion. In her transformed state, nearby clouds in the world around her seem to slowly converge on her position, and she's able to alter rainy weather to her advantage and use raindrops to do a myriad of things.
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Powers
>Rain Amplification
- Able to excite and compress clouds together in the atmosphere above her, with a large amount of concentration, Wren can amplify the level of current rainfall into an elevated state in a square mile area around her, depending on what the current weather is. If she's in an upset emotional state, Wren can sometimes unintentionally use this power to a more minor degree, meaning that wherever Wren goes, it's usually more likely to rain.

>Repel/Attract Rainfall - Without the need of expending much energy, Wren can either make one 'repel' raindrops in a large area around them (essentially allowing them to stay completely dry despite the weather), or 'attract' raindrops (which will have the opposite effect), regardless of how hard it's currently raining.

>Flowing Mists
- Without much energy requirement, Wren is able to dissipate the raindrops in an area to create a thick mist that's extremely hard to see through.

>Droplets of Life - When Wren takes upon the image of Talai, she can temporarily make all raindrops that fall in a large area around her glow a pearly white; imbued with restorative energies that allows flesh to knit back together much faster than it usually would. She cannot selectively choose which raindrops are imbued with life or not, meaning that raindrops will heal both allies & enemies around her equally.

>Frozen Drops - Additionally, when Wren shows the form of her Goddess, she's able to selectively 'freeze' raindrops in place. These raindrops take a solid form that can be stood/hopped on, or even form a powerful barrier if enough are bundled together. With enough force, however, these solidified raindrops can be 'smashed'.

>Guided Strike - If the current weather is extremely stormy, at the expense of a large amount of energy, Wren is able to speed up the rate at which lightning strikes occur. Additionally, with an enhanced version of 'Attract Rainfall', she's able to make long masses of floating raindrops that attract and 'guide' lightning strikes (in a connect-the-dots sort of style) onto a certain target.
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Talents/Skills
>Fleet-Footed - Wren is an extremely nimble individual, able to move very quickly even through difficult terrain, and able to perform acrobatic feats ordinary people wouldn't be able to. This combined with a good spatial awareness make her quite tricky to catch or hit with mundane weaponry.

>Wilderness Survival
- Whilst she enjoys a warm fireplace and a prepared meal just as much as another person, Wren doesn't really need it in order to have a comfortable night. She knows how to quickly prepare shelter, fire, and forage for food in the wilds, so long as it's feasibly abundant.

>Sneaking/Hiding
- When Wren doesn't want to be found or seen, she seems to be very good at it, knowing routes to take that'll avoid attention, and knowing ways to use the environment (or sounds caused by the weather) to mask her presence.

>Calming
- Despite her strange appearance and oddly shy demeanor, there's something about Wren that's undoubtedly quite soothing to most. Be it animals or humans, she seems to be quite good at reducing their aggression levels.

>Humming - She doesn't really like to do it in front of others, and she's not very good at remembering the lyrics to songs, but Wren has a very smooth & flexible voice that's able to hit incredibly high and low notes.


 
Appearance:[spoili]View attachment 155527 Sans the quiver and arrows[/spoili]

Name:
Hirja

Age: 18

Origin/Birthplace: Verdigris

Personality:A tad reserved, but dutiful and hard-working, Hirja is an almost stereotypical village girl. She is hesitant to approach strangers on her own volition. A good listener who occasionally has a piece or two of advice to give, she has an excellent memory for people. If she noted someone in the past, she will likely remember them even years apart. When she gets to know a person, she makes sure to memorise all details. For her friends, this is a blessing. For her enemies, it is a curse.

Though she prefers to avoid conflict, Hirja can be plain vile when it comes to her enemies. She despises when she has to act unpleasant, but recognises its necessity. Her reluctance to harm others can also bite her in the ass and when she takes revenge, it can make her look petty or cruel. Because she comes from a tightly knit community, she can be too trusting of others. She presumes good intentions on the part of people she speaks to, a pitfall she will likely keep stepping into.

Biography:Hirja hails from a small village at the foot of a mountain. Only a couple hundred people live there, mostly because of how merciless the elements nearby are. Snow, torrents of downpour, mud slides and many other natural disasters make life miserable in Hirja's home, but the rich iron mine makes up for it when it is not threatened with collapse. A small, tightly knit community evolved around this sole source of wealth, but the harsh conditions prevent it from growing much bigger. Regardless, the village is lively when the elements allow. It even has a tiny shrine dedicated to Thema.

Because of their situation, celebrations of fertility are especially important to Hirja's people. They refuse to skip them unless the situation is truly desperate, revering the goddess with all their might so she may grant them a bountiful harvest. Moreover, the people there often see Thema as guiding people out of snow storms and helping others control their desires when food or water is in short supplies. Therefore, it is no surprise Hirja grew up as a devout follower of Thema. She paid homage to the Goddess not only when it was time for the ritual sacrifices, but also when she felt she could afford it.

Otherwise, Hirja had an ordinary childhood. Her mother taught her how to keep the house orderly. She learned the importance of food, rationing, cooking and making the best out of the worst ingredients. Hirja took to these tasks as if they were natural extensions of her. Soon, two pair of hands worked in the family home rather than one, making more time for everyone. Hirja's father could do more work with more food and her mother could also join in to keep the family afloat. The family became a little bit better off over the course of years.

But disaster struck.

One morning, Hirja found Thema's shrine desecrated. Rivers of blood ran down the modest altar. The painstakingly detailed picture lay in shreds. The roof shattered. In tears, Hirja informed everyone else and the entire village set out for a witch hunt... And found Hirja guilty. Her people chased her through the entire village, then caught her. The people literally dragged her through mud, tied her to a stake and prepared to burn her. No matter how she pleaded with them, they demanded revenge for her supposed deeds.

She buried what happened afterwards. All she remembers is she walked away from a dead village, right into the hands of Baelwill. During her captivity, she started thinking of her village's betrayal as a nightmare and she is convinced that her village would welcome her with open arms when she returned.

Patron Goddess:
Thema, the Goddess of Fertility, Celebrations, Desire and Cardinal Directions

Thema is seen as a beautiful woman with a hourglass figure. She is either smiling or taking a vivid bite from an apple in her depictions. She is often painted with long, blonde locks of hair and blue eyes. Her light, silken robes show just enough skin to remain tantalising and are decorated with images of wheat. Thema is seldom portrayed alone. She usually watches over some sort of festivity, raining her blessings on the crowd, or takes on the guise of a common woman to enjoy the celebration as though she were a mortal.

Powers:

Regent of Fertility: As the chosen of Thema, food and food sources are at Hirja's mercy. She can make grain bloom or rot in seconds, spoil meat or keep it fresh, keep the hens from laying eggs... The possibilities are endless. She can control even human fertility to an extent, though that takes a lot out of her. When in her Inspired form, this ability does not increase in power. Rather, Hirja gains an inherent understanding of how a particular change will affect the next year's festivities.

Fish and Bread: By channelling a great deal of magical power, Hirja can conjure food and drink out of thin air. At most, she can make enough to feed a few people for a meal or a single person for a couple of days. When Inspired, she can create a small feast.

Festive Blessings: Let it be said that Thema is never stingy when it comes to wine. And sometimes... occasionally... often... almost always... encourages people to drink too much. When Hirja channels this aspect of Thema, she can turn her opponent blind drunk in seconds. With enough magic, she can even kill them via alcohol poisoning. If she wishes, she can also conjure large amounts of wine. This power is treated as separate to her 'Fish and Bread'.

White Lotus: As the Goddess of Desire, Thema has a great deal of control over the hearts of men and women alike. While Hirja inherited only a fraction of this power, she can still make most people put down their arms when try to attack her. Sometimes, she even manages to incite them to celebrate, though that is more by accident than design. If she focuses, she is also capable of making herself appear more attractive. If she focuses this power on a single person, their mind will literally start to warp and they will become utterly incapable of resisting Hirja. She does not use this power much... but sometimes, it will activate on its own.

Inherent Compass: Even the drunkest of festival-goers need to find their home some time and Thema's followers are no exception. In Hirja's case, this gentle, guiding hand of Thema's manifests as a sense of where the cardinal directions are at all times.

Talents/Skills:
Home-maker: Hirja knows the chores by heart, can light a fire without magic, can sew, can bake bread can prepare food and do everything a household would need. She is quite proficient and her skill in the kitchen is nearly unmatched. She turns even sparse ingredients into delicious food.

Hierarchy of Needs: Having grown up in a small community, Hirja has an excellent understanding of basic needs. She knows what a person needs to survive, why they need it... and what its lack will do to them. She saw the effects of shortages first hand, experiences she will never forget. Moreover, she has an innate knack for connecting the dots to extrapolate the effects of famine, hunger, drought or most major changes that pertain to people's everyday life.

Loving Embrace: Hirja's hugs are the best. Her motherly, kind air makes her arms almost irresistible. People tend to calm down quickly when subjected to her embraces and she conveys an air of reserved peace. It makes easy to fall asleep or just burrow close to her a cold night. Her pillowy bosom does little to help the cause.

Inspiration: When under the effects of Inspiration, Hirja's hair becomes blonde and much longer than it already was. She gains an inner radiance of sort that makes her glow in the eyes of others. Her clothes become akin to her patron Goddess' robes, tempting the eyes of men and women alike. A subtle stream of music and merry-making also tends to follow her along in this form.
 
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