Map & Compass - Character Index

Sketching101

Coup de Gravy!
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Writing Levels
  1. Intermediate
  2. Adept
Preferred Character Gender
  1. Male
Genres
Fantasy, Scifi, Mystery
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|| Lore || IC || Character Index || OOC ||​

 
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* Silbur Dei Allinari *
Name :
Silbur Dei Allinari
Gender/Sex :
Female
Age :
19
Physique :
Silbur stands at an unimposing 5'2" with a petite frame that deceives many into thinking her younger than her 19 years. However, she's wiry with lean muscle. Blue-patterned butterfly wings sprout from her shoulder blades, translucent but sturdier than they look. Still, they are not strong enough to carry her weight and are purely cosmetic. On each of the palms of her hands, Silbur has an extra blue eye. Though she normally keeps them closed, she can use them to see. Over the empty eye socket on the right side of her face, Silbur's skin is marred by a deep violet birthmark like a comet, its tail curling behind her ear and extending down the back of her neck and spine.
Backstory :
Silbur was born as one of the legitimate children of the king of Enia, to the small noble family of Allinari, and to the chagrin of her mother's husband, who was a clandestine supporter of Ithya's anarchist non-government. Her birthmark showed on her right eye immediately, and her mother begged her husband to do something about so that Silbur would be spared. Before she could be seen in public, he used his magic to remove her right eye, covering it with bandages and claiming illness had taken it from her.

As Silbur grew, the birthmark spread to her eyelid, and eventually over the entire socket, but it was easily concealed by an eyepatch. She showed an immediate affinity for magic concerning electricity, as well as an inability to ever do as she was told. She wandered into the territories her family oversaw, befriending the lowborn children despite her parents' repeated orders not to. Eventually, guards were ordered to accompany her. Silbur's best friend was a young, lowborn girl named Teiya, who had strong, dragon-like wings. The Templars caught them, one day, flying around. Teiya could manipulate the winds, allowing Silbur to fly even on her gossamer wings, and for this infraction, the Templars executed Teiya. Soon after, Silbur was sent to the royal academy.

The incident with Teiya and the Templars stuck with Silbur. She refused to cooperate with most of her magic lessons, preferring instead to sharpen her skills by fighting with the other royalty and nobility. Her birthmark continued to spread down her neck and back, but she consistently wore her hair down to hide it. She did excellently in her non-magic lessons, announcing her intentions early on to return to her family's territory and lead, but most of her instructors were convinced she lacked the skill and control to ever be a noteworthy mage. Silbur did a great deal of sneaking out during her time at the royal academy, and her position gained her many acquaintances and informants at nearby academies.

When Silbur finally graduated, she returned home and began to slowly accept more and more responsibility over the territory. However, with this, she also gained access to her family's funds and resources, and she began to secretly send support to the Aepian anarchist rebels. Inevitably, the Templars came to their lands to investigate. To save the family name, her father turned in his unrepentant daughter as a polymorph and a traitor.
Affiliation :
None.
Personality :
Silbur is a spoiled, imperious brat, used to getting her way. She speaks and acts like the princess she is, hard and indomitable as steel. Quick to anger, she is known for her short temper and reluctance to forgive even the most trivial of slights, seemingly willing to carry a grudge to her grave. Her stubbornness is close to limitless, and it enables her to endure most of the hardships her privileged life did not prepare her for, but you can bet she'll be complaining. Silbur is not the type to suffer in silence, nor is she the type to let one forget they've wronged her. Still, she's an excellent ally in a pinch. She has no qualms helping people who need it, even if it doesn't further her interests, and if someone has earned her friendship, she will move mountains for them. On the other hand, for those who've earned her ire, she will throw everything away to oppose them. Her sense of humour has a bit of a cruel edge to it, but she wants the world to be fair and is willing to fight dirty until it gets there.
Skills and Talents :
Close range knife fighting, knife throwing, sleight of hand, jewelry-making, dancing, mimicking accents
Schools of Magic :
Her specializations are metallomancy, the manipulation of metal, and aerothurgy, specifically electricity manipulation.
Sopia :
Active Sopia: Giant ursine creature. It allows her to turn into a 3m tall brown bear.
Non-active Sopia: Giant butterfly, giving her wings the strength to carry her, but gives her a significant weakness to cold. When the temperature drops too low, she becomes unable to move. And, a shadow cat, giving her stealth in the instinct to move without sound, and heightened hearing and smell. Her ears change shape to become more feline, and her nose gets wetter. The pupils of her eyes thin to slits, and she becomes nearsighted and unable to see most colours, but she gains improved night sight and a wider peripheral vision.
Gear :
Her eyepatch, jewelry (earrings, two necklaces, three rings, three bracelets), two fighting knives, six throwing knives, a deck of cards, a small coin purse, her jewelry-making equipment (metal cutter, pliers, small hammer, tweezers, a small metal file.) However, everything except her eyepatch and deck of cards was confiscated upon her arrest.
Relationships :
Omen Bridger & the crew of the Galley of the Drowned - Captain Bridger is the leader of one of the Aepian anarchist factions that Silbur has offered and given financial support to. They met in person once, to officialise their business relationship, and from therein used a messenger to communicate.
Sasha Petrovna - One of the Galley of the Drowned's crew, Sasha served as the messenger between Silbur and Captain Bridger.

PM me if you'd like to plot something out~
 
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Name:
Omen Bridger
Gender/Sex:
Male
Age:
32

Physique:
A tall and well rounded frame, Bridger stands at 6'6 and 210 lbs. His unnaturally blue eyes stick out, along side scars that line his face, chest, back and arms. Unlike the scars that lighten up sections of his skin, both of his eyes have dark streaks that come down from his eyes as if they were dyed. These are his Half of his hair is shaved down to the skin, while the other side is long and an odd grey color. He has various tattoos on his arms, most notably a tentacle tattoo on his right forearm and various tribal tattoos on his left arm. While a mask normally covers his mouth, and when it not he rarely smiles, those with sharp eyes might notice his shark like teeth when he talks.

Backstory:
Born in the slums of a coastal city in Enia, Omen Bridger was the son of a fisherman and a stay at home mother who did what she could to raise him up right. His father was often gone on fishing trips, or off at bars drinking with the crew. He was a slightly abusive man, and showed little affection towards his son and wife. While his mother would scold him for stealing food and getting into scraps with other children, his father would always be indifferent. It was this indifferent that kept his father from finding out about the birthmarks that dotted his sons arms. His mother did well to keep them secret. It was his mother who taught him magic, though she wasn't proficient at it, Omen felt stronger using it.

Despite being somewhat neglected as a child, Omen's father took him aboard his fishing vessel when he was finally of age. It was there Omen quickly found his love of life on the sea. No worries, no laws and no Templar's to take him in for using magic. For a while he did well too keep his magic and birthmarks hidden from his father and the rest of the crew. But the more Omen would go on trips and spend time with the crew, the more comfortable he felt with his fellow fisherman. Him and his father finally started to have somewhat of a relationship, forming a bond over a common love of the sea. As the years past, and it was clear that Omen's birthmarks were more than just markings and burn marks on his skin. It became harder and harder too hide the truth, and eventually the crew and his father found out. One evening, shortly after the secret was discovered, a friend and fellow crewman warned Omen his father had sent a letter turning him into the Templars.
While not believing his friend at first, he confronted his father. It was clear his father was lying, and after they got into it Omen ended up strangling his father. Fleeing the city with nothing but what little belongings he had on him, Omen didn't even get to say goodbye to his mother.

He stowed away on an airship heading too Aepia, where he quickly fell in with the anarchists. He become a prominent figure of the rebels, using his Sopia and pirating crew to be a viable rebel faction in the war for freedom. He often butted heads with other factions, but eventually he looked to better relationships. He, along with his crew, went to meet another rebel faction at the edge of Aepia where they were ambushed. While most of the crew managed to avoid capture by fleeing on 'the Galley of the Drowned', Omen was captured fighting off his captures.

Affiliation:
Anarchists of Aepia: The Galley of the Drowned
Captain of the Infamous 'Galley of the Drowned', Omen constantly made life difficult for supporters of the throne and statists alike.
Personality:
Cold and unfavorable, Omen's joy left long ago. While he has love for his crew, he would rarely participate with festivities before his capture. He has a temper, but he is just as quick too cool off. This however doesn't stop him from acting rash and without thought, often getting him into unneeded fights. He has a love for commoners and the lower class, while having a distrust and dislike of any higher class people. While he normally doesn't stick his nose into other peoples business, he will step up to prevent others from getting hurt.

Skills and Talents:
Pirates Life

Living life on a ship has taught him many things. Fishing, navigation, map reading and how to pilot a ship is among them. And of course he can hold his drink.
Scrapper
Fighting since child hood, Omen has learned how to hold his own. He's skilled with a blade and gun, but won't hesitate to start swinging his fists.
Coastal Explorer
He has knowledge of many aquatic species of plants and animal life, coastal cities and villages and various islands scattered in the sea.

Schools of Magic:
Hydromancy

His proficient and only school of magic, he specializes in water magic. He primarily uses it offensively, though it has it's utility uses

Sopia:
The Shark

Active Sopia: A transformation in it's entirety, Omen becomes a purely aquatic hunter. Gaining the ability to swim at high speeds, breath underwater and able to peer through the murky deeps. He can sense blood far off in the water and his teeth regrow quickly if they were to break. His skin hardens and fills similar to sandpaper. In this form Omen looses all rational thinking and goes on the attack. This can be dangerous as he drops any strategy and only goes for the kill. He may also attack allies if they aren't careful, or if they are bleeding a lot.
The Drowned
Nonactive Sopia: Consuming the essence of something that was no longer human, activating this Sopia allows him to become nearly transparent. This allows him to excel in stealth situations and untouched by non-magic things. He gains an ability to pass through some surfaces, such as thin wood or glass, but not thicker surfaces like rock or metal walls. In this form, magic of nearly all kinds is more effective on him.

Gear:
Cutlass Sword and two daggers

A strange curved blade, specializing in cutting.
Flintlock Pistol
His trusty side arm, while it isn't accurate at long ranges it can punch through most armor with ease. Came along side normal bullets.
Fishing Net
A specialized weapon, a compact net that explodes open once magic is channeled into it. Useful for capture or throwing off opponents.
Shark Tooth Necklace with Blue Gem
His good luck charm. The talisman is a blue gem in the shape of a raindrop and is slightly transparent in natural. It seems to react to magic.
Clothing and Armor
When he was captured he was wearing green pants and brown boots. A sleeveless tunic with various pouches and bullet holes. His left arm had a bladed gauntlet. Around his chest and shoulders is the mouth of a large, sharp toothed fish that he wears as armor. Finally his signature face mask he uses to hide his mouth.
Relationship:

Theo Russell and Willow Howst
A pair of Troubadours that bartered passage aboard the Galley of the Drowned before the Templar ambush. He knows little about them, except they weren't lucky enough to get away. They paid well and didn't cause any trouble, so Omen has no complaints about them.
Silbur Dei Allinari
Money has to come from somewhere, and why not take it from a wealthy bureaucrat? Silbur was Omen's main financial source for him and his crew. They've only met once, and while Omen still didn't trust her he had to respect her bravery for meeting with a pirate and his crew.
Alexandra "Sasha" Petrovna
A stowaway that found herself aboard the Galley of the Drowned. Omen had planned on initially dropping her off at the next town they came across, but decided she fit in well with his crew. While he doesn't match her energetic friendliness, he enjoys her company.


Other
Color Code: #0067a5
 
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Martin Cortez
Name :
Martin Cortez​
Gender/Sex :
Male/Male​
Age :
28​
Physique :
A man of average physique and toned though not terribly muscular body. Martin is about six feet tall and weighs about as much as one would expect a healthy man his age and height to weight. At a glance he is but an average man though undressed it is clear that he is somewhat of an athlete.​
Backstory :
Started from the bottom all alone and curious. Martin grew up on the streets of Enia very quickly coming to terms that he will likely never use magic that he was so accidentally been gifted with. That is to say, he would never use it the way others do as it took a while for even him to realise some of the things he did were magical and not natural talent. As a cadre to a gang of street urchins, he was there to round up and teach the youngbloods to keep their heads down, look straight and never deal with a dragon*. He was taught the same way and so he passed on the lessons faithfully. Best friend of the leader, Billy, he was seen as the right-hand man and sidekick to the big and tough guy. Few knew that Martin was responsible for most of the decisions being made as Billy relied on him to give him the best information and advice.​
This was how his first steps towards his journey began. Running errands and listening in on particular parties meant that a lot of whispered secrets would find their way into Martin's pocket which allowed him and his boys to move before anyone else. Before too long he was trading one secret for another and another for something more substantial. When the coin started rolling in he knew he had found his calling. Before too long people were coming to him with requests and requests turned to expectations and significant amounts of money. Enough money to make his friends jealous and become a threat to him. He departed from the city, letting only a few most loyal ones know how to contact him.​
His profession expanded, he traded in secrets and information and moved too often to be caught or tracked by mundane means. What he failed to realise, as well as his pursuers was that he was almost always channelling some amount of magic through his body. He always seemed to move just a bit faster or just a bit longer than anyone else. He was always just that better at sneaking and eavesdropping or spotting details. Even the way he was thinking seemed to make strange leaps in logic. He figured it was nothing more than natural talent but the truth was his body was always running full of magic and in small amounts improving all of his bodily functions. Eventually, he learned of this when he entered an anti-magic zone and found it harder to focus and move. So used to constant enhancement it felt like he put on a few pounds in an instant.​
He was always careful and prepared, he had ways of just disappearing from the minds of his pursuers as well. No longer bound by the rules and eyes of the kingdom he travelled between Aepia and Enia with illusions and disguises alike keeping him safe. When he had to use magic he made it subtle enough to trick even a Templar. Eventually, though he was caught and his days as an information broker came to an end. No one was going to buy information from someone who was busted. There was no sense in beating himself over it. He did everything he could to isolate himself. They just took some extreme measures to track him down through people who used his services often. Now he was left with a sense of liberation and curiosity for what new ventures there could be for him.​
*lowspeak for Royal​
Affiliation :
Solo - Formerly a member of Billie's Boys​
Personality :
Martin is the kind of person to take the challenge with a smile and push right back no matter what it takes. He takes advantage of various situations sent his way and he makes sure to always come out on top in things. He isn't concerned with petty things such as morality or ethics so long as he can establish several degrees of separation. He cares not what people do with the services he provides for them, only that he is compensated for his trouble. Failure to do so results in prompt and quick administration of painful incentives. He is not without heart or loyalty. His friends and companions always learn that despite the brutal and heartless exterior he is a highly emotional one. The smile on his face when negotiating isn't fake nor is the furrowed brow when he needs to punish the offender. They also know the length to which he would go for their sake and can only respond in kind, unless they happen to be a bigger lowlife than he already is, in which case he rarely even lets such people get close to him.​
Skills and Talents :

Negotiation, Appraisal, Trade, Sneaking, Breaking and Entering, Eavesdropping, Quick and Creative thinking under pressure, out of the box thinking, hand to hand and other close quarters combat​
Schools of Magic :

Bodily Enhancement - The ability to channel one's magic inwards and improve bodily functions to a greater or lesser extent based on the cost. Could improve reaction time, make one stronger or allow them to think faster and make unexpected logical connections more quickly and even make certain injuries heal faster through coagulation and limited regeneration.​
Illusion - Ranging from small visual tricks that anyone could see to deeper mind penetrative nightmares this school allows one with enough time, focus or energy to weave realistic images and sensations to trick creatures and clockworks alike. Tricking both at the same time however is impossibly difficult as they both see the world in different ways and one must understand how the creature experiences the world to properly trick its senses.​
Mental Invasion - Beyond the natural magical resistance there lies a second barrier. Person's own will beyond which their secrets are left open to the world. Pushing past these defences is no easy task but every now and then one can make certain things fall out of place if the defender's focus is distracted with other matters. Most common utilization of the magic is to extract secrets from within one's mind but if the mind is not alert and in full defence mode one can make it omit certain stimuli from registering. Something that is very clearly there can be made to appear absent and easily overlooked unless it's being sought after.​
Sopia :
None - Not a polymorph​
Gear :
Black book, set of non-distinct clothes, several smoke bombs, set of lockpicks,​
Other (Knowledge):

Several textbooks worth of knowledge on Magic and Natural Science, Countless unspoiled secrets regarding people of Enia and Aepia, social structure details of Enia, important figures of Aepia, important figures of Enia​

Relationships :
All the past bridges have been burned when he got caught, those he was loyal too will never hear from his out of danger of incriminating them.​

color code: #668
 
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Name
🌑 Neoh Alistair Von Emris

Gender/Sex
🌑 Male.
🌑 Neoh is, however, very often mistaken for being a female.
🌑 This is due to his small, and dainty nature.

Age
🌑 Visually, Neoh is fifteen.
🌑 Chronologically, Neoh is nineteen.

Physique
🌑 Before you, stands a youthful creature.
🌑 By sight alone, Neoh would appear to be a very androgynous young entity.
🌑 He stands at a mere five feet, with little more to claim.
🌑 His weight does not exceed sixty pounds.
🌑 This can be clearly elevated by the fact that despite his background as a noble, he appears incredibly scrawny.
🌑 If one was to see Neoh without his shirt on, each individual rib would display themselves on full view.
🌑 His skin is quite pale, which might indicate a lack of work, beneath the sun.
🌑 Equally so, Neoh's skin stands entirely without blemishes, the result of a wealthy life.
🌑 Due to a lack of physical labor, Neoh has smooth, soft hands, without any calluses.

🌑 The boy's hair is a thick mane of raven black strands:
🌑 His bangs often cover his eyes.
🌑 If one was to touch Neoh's hair, they'd likely call it incredibly silky.
🌑 His ears are pierced, and it isn't difficult to deduce that Neoh is wearing real silver.
🌑 As for facial hair, he has none.
🌑 The same appears to be the case for his pale skin.
🌑 When speaking, one can note that Neoh has a soft, quiet, and somewhat raspy voice.
🌑 Despite this, the boy does not shy away from expressing himself, in abundance.

🌑 Neoh's eyes are clearly larger than what would be considered normal, on a human.
🌑 While some might consider their proportions cute, others would likely call it disturbing.
🌑 Equally disturbing, if Neoh was to open his mouth, an onlooker would see a row of razor-sharp, shark-like teeth.
🌑 Where it would be easy to mistake his green nails for being painted, they are, in fact, natural.
🌑 Neoh eyes are neon green, and glow dimly in the dark.



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Backstory
🌑 Neoh grew up in luxury, since birth.
🌑 He was the oldest son in the Emris Household, or rather, the Emris Circle.
🌑 This noble house was quite small, but prevalent.
🌑 They are a well noble family known within Enia, and act as elite soldiers in the army.
🌑 Due to the Emris bloodline's magical ability, they rarely ever reproduce, which makes an air incredibly rare.
🌑 Even more so, when Neoh was born, he was blessed by a twin brother.
🌑 An identical twin brother.
🌑 This totaled the Emris bloodline in the current era to four.
🌑 It included Neoh, his brother Nello, and their parents.
🌑 The Emris bloodline acted as commanders and sergeants within the Enia army, leading troops in times of war.

🌑 Out of the two brothers, Neoh was born first.
🌑 This made him the rightful heir to the house, and second in command, under their father.
🌑 Nello was, as is a common result within the noble families, dissatisfied with his lot.
🌑 He had, after all, only been born mere moments after his older brother.
🌑 Additionally, Neoh's Polykinetic powers had resulted in a stasis of his age, which left him appearing far younger than nineteen.
🌑 Answering to such a child, in Nello's words, was unacceptable.
🌑 This, along with the fact that Neoh was first in line for all manner of privileges, ultimately accumulated in a deadly decision from the twin brother.

🌑 Neoh was framed, the crime in question revolving around his position as a military commander.
🌑 Nello had presented the case, with falsified evidence, that Neoh had, in fact, abandoned his duties in lieu of greed, and a pursuit of power.
🌑 He was shamed for the accusation of various war crimes against his very own units, which was, in truth, carried out by his identical twin.
🌑 The scenario prompted a trial, where evidence was presented in Nello's favor, evidence he had orchestrated, himself.
🌑 Stripped of his position, his name, and his house, Neoh was exiled from Enia.
🌑 This is where the young soldier's story continues, on a prisoner transport, towards a prison world, as a result of falsified claims by a jealous brother.


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Affiliation
🌑 None.
🌑 Previously, Neoh was a part of the Emris Circle.

Personality
🌑 Neoh is a bit of a rascal.
🌑 Despite being raised a noble, Neoh is not your typical, stuck up aristocrat.
🌑 He does not shy away from getting his hands dirty, and does not avoid the front lines when required.
🌑 Neoh is quite fun-loving, and rarely views others as beneath him.
🌑 This could be attributed to the fact that he hails from a militaristic family.
🌑 He values others based on their actions, rather than their birth, which is not a popular opinion among his kin.
🌑 Though Neoh appears dainty, and fragile, (which he is), the boy does not act the part, at all.

🌑 In fact, Neoh is incredibly fiery, displays impressive bravery, and would likely be the first person to spearhead a revolution.
🌑 Considering the fact that he is rarely ever taken seriously, Neoh can be easy to anger.
🌑 While the soul of a warrior burns within this young noble, he is not above signs of affection.
🌑 Neoh rarely ever recoils from an embrace, and enjoys the company of others.
🌑 There are few things Neoh despises as much as liers, and deceivers.
🌑 While he has no specific code of conduct which he adheres to, Neoh could be considered honorable.
🌑 Neoh, being the tiny little shit that he is, will never back down from a fight.

🌑 He hates brutes.
🌑 He loves animals.
🌑 Cute and fluffy things will cause his heart to flutter.

🌑 Neoh is an impulsive individual.
🌑 Sometimes, he might act before thinking.

Skills/Talents
🌑 Power Control.
🌒 Neoh has displayed amazing skill with his family trait of Polykinesis, and wields it expertly.

🌑 Warfare Adaptation.
🌒 Throughout his time on the battlefield, Neoh has learned to improvise and adapt in the face of adversity.

🌑 Teamwork.
🌒 Everyone has something to offer, in a team, and Neoh knows this.
🌒 Neoh is good at pinpointing the strength in others, and combining it with his own.

🌑 Leadership.
🌒 Neoh is, or was, a military commander.
🌒 Due to this, Neoh is good att rallying troops, and leading them to victory.
🌒 Keeping morality up and maintaining a high spirit, Neoh can make a dark situation seem brighter for those under his command.

🌑 Weapon Knowledge.
🌒 Not to be confused with actually using the weapons.
🌒 Neoh is well versed with how weapons are constructed, and how they work, on a theoretical level.

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Schools of Magic
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🌑 A magical force which allows the user to replicate any inanimate object within a frame of limitations.
🌑 This ability also allows for a passive adjustment to the user's frame which is described below.
🌑 Each replica created by the mage in question is by all intents and purposes identical in structure to the real article, meaning it's an exact copy.
🌑 The replication is nearly instantaneous, and this is a Polykinetic hyper-specialized ability on a cellular level.
🌑 Every item replicated in this manner takes the form of a ghostly and spectral version of the original item.
🌑 The replica's color varies depending on the individual mage.

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Imprint
🌑 For an item to be replicated by a Polykinetic, they have to manage a process dubbed 'Imprinting'.
🌑 Upon touching an object, the mage can connect with it, and then conjure forth replicas of the item, at will.
🌑 Once the Polykinetic has Imprinted an item, he can manifest a replica of this item wherever he finds himself and no longer needs to have the original item in his possession to manage the feat.
🌑 This is, of course, until he needs to Imprint with the item again, if another Imprint finds itself made, following the first.

Time
🌑 Each replica is permanent until the mutant allows it to disappear or until another replaces it.

Telekinetic Control
🌑 The Polykinetic is able to control his replicas telekinetically.
🌑 Summoning them into existence, he can move them about and launch them with the power of his mind.
🌑 Hand movements make the process much easier.
🌑 The mage can, however, not use this ability on anything beyond his replicas.

Item Flight
🌑 Through this ability, the mage is able to sit on one of his creations, if it is large enough, and use it as a traveling device.
🌑 However, the concentration required for this prevents the mage from using his powers in any other manner, while flying on one of these manifestations.

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Weight
🌗 The item cannot weigh more than five pounds, for this specific mage, at his level.

Quantity
🌗 The Polykinetic can Imprint, and replicate one item at a time.
🌗 He can make up to twenty copies of this item, but is limited to the one, single item which he is Imprinted with.

Substances
🌗 The user can only replicate solid items.
🌗 No substances to speak of.

Biological Material
🌗 A Polykinetic of this level cannot replicate anything which isn't inanimate.
🌗 Biological material is beyond their ability.

Usage
🌗 Unlike many magea and powered individuals, a Polykinetic's powers are entirely reliant on external forces.
🌗 Their abilities cannot further any goals by themselves, as would be the case for a fire slinger or ice breather.
🌗 In other words, the mage requires an ingredient in the form of an object for their ability to be useful.

Integrity
🌗 A Polykinetic's manifestations can only aid the user as far as the inanimate object he has imprinted with is possibly capable of stretching itself.
🌗 An imprint with a weak item will result in a weak execution.

Structure
🌗 The mage needs to understand the structure of the item he replicates, which means that more complicated objects require in-depth studies before the Polykinetic is able to use them.
🌗 Due to this, simpler constructions with a sturdy core are preferred.

Other Magic
🌗 Polykinetics have displayed an incredible difficulty in using magic from other schools, as if their bodies reject it.
🌗 Additionally, only the strongest Polykinetics can replicate enchantments, on magical items.

Bio-Organic Cellular Duplication
🌗 Those born attuned to Polykinesis are quite unique in the way that their cells do not split, but rather they replicate.
🌗 A cell deteriorates every time it splits which in turn causes aging. This appears entirely vacant in these mages' biological construction.
🌗 Additionally, due to this, their bodies are frozen in time and cannot shift, evolve or form in any manner beyond the point of evolving this ability.
🌗 In Neoh's case, (my character), this was at fifteen, which will more than likely cause some issues down the line.
🌗 Where he can no longer age, neither can he gain muscle, or weight.
🌗 He is effectively stuck in stasis.
🌗 This part of a Polykinetic's powers usually takes hold in their late teens, or early twenties.
🌗 For it to have happened at fifteen for Neoh is incredibly rare.

Individual Weakness - Strength
🌗 Neoh is very physically weak.
🌗 He hasn't had to go through physical labor a day in his life, which has left him without muscles.
🌗 This is clearly visible, due to his scrawny frame.

Individual Weakness - Agility
🌗 Due to his lack of physical training, Neoh is not at all athletic, or agile.
🌗 He relies entirely on his powers for defense, offense, and utility.

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Sopia
🌑 None.

Gear
🌑 Neoh has been stripped of his gear.
🌑 What remains, are the clothes on his back.

Other - Theme Songs
🌑 "I might be shamed, but I am not broken."
🌑 "Stand, and fight!"
🌑 "Nothing will keep us from advancing!"

Relationships
🌑 None, so far.

 
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Willow Howst
Name :
Willow Howst​
Gender/Sex :
Female​
Age :
29​
Physique :
Willow seems unassuming at first, under all her clothing. However, she has an athletic build with toned muscles. She stands at an average height of five foot five and weighing around average. Her birthmark has consumed her right hand up to her elbow which she covers up with her leather gloves ever since it had appeared.​
Backstory :
Willow spent most of her childhood with a nomadic tribe as per usual in Ithya. She had to learn how to survive quickly or risk the various fauna creeping up to them. Nevertheless, it was still a normal childhood and she looks back at it fondly. Her parents were mainly hunters for the group but also skilled mages so she learned a lot from them. When she turned fourteen, their family decided to settle down on the recently made largest settlement. From there on out, Willow had started to join her parents for hunting trips as well and this becomes on of her jobs alongside just helping around the settlement and sometimes helps the guard.​
As she grew older, Willow started to go further and further from the settlement during her escorts. Despite the dangerous Fauna, Willow had begun to seek out more and more adventures. When she was twenty, she joined the Troubadours - intent in seeking out more adventure and helping people out was just a bonus. After bidding farewell to her parents, she set out with the group of travelers.​
In her time with the Troubadours, she managed to hone her conjuration and began to learn more about healing magic. Though she would much prefer to be in a fight and protect villages, she does stay and help out with rebuilding and healing. She was known for her skill as a hunter - much like her parents. She sometimes disappears when the group settles down for a while inside a village. Often, Willow would be hanging in the outskirts of the town and hunting smaller critters. She does make sure to take care and alert someone where she would be doing.​
However, when she turned twenty-six, Willow had bid farewell to the Troubadours to travel to Irve. Her reasoning was flimsy at best but she had left when she received a letter from home. It had been three years into her stay in Irve when she was caught by the Templars while she was accompanying Theo, a friend and fellow Troubadour, to sneak into Aepia to search for Elodie - Theo's sister - after getting information about slave traders in Aepia.​
Affiliation :
Troubadour - Conductor​
Personality :
Often seen as kind and compassionate but ultimately merely living by the rules of her homeworld, Willow often goes out of her way to aid people in their struggles. The culture of Irve had certainly been quite a shock as she suddenly found herself in need of money to survive when people were off living the high life with enough space in their mansions to house a traveler for a day or two. She had adjusted slowly but surely into the custom and fell into mercenary jobs for merchants who often paid well. Nevertheless, she still keeps true to the lessons of her childhood even if others do not.​
Willow, as a person, is an adventurous fellow. While you wouldn't necessarily call her an adrenaline junkie, being on the move is the place where she is most comfortable at. She makes friends easily because of her usual cheery and easygoing demeanor when the situation isn't dire. Though she can be very honest with her opinions regardless of the insensitivity of said opinion which sometimes lands her in hot water. She is usually the first one to jump into action.​
Skills and Talents :
Survival skills, Archery, Marksmanship, Tracking, Cooking, Stealth, Dagger proficiency, Fauna and Flora knowledge, Hunting​
Schools of Magic :
Conjuration
Conjuration deals with the summoning of arcane beasts and monsters. But they also can be used to summon arcane weaponry and items that can be used by conjurers so long as imagination permits. Versatility is often the key for conjurers, especially those who prefer to get up close and personal with their enemies. Conjuration mixed in with defensive abjuration can make conjured beasts and weaponry hardier than they usually are.​
Abjuration
Abjuration deals heavily with defense and healing magic. Erecting barriers and curing wounds are few of the uses of the abjuration. Mainly used for support when in a group but also used to create a thicker magical armor on oneself if need be.​

Sopia :
Active:
Feline: Allows the polymorph to completely transform themselves into an average sized cat.​
Passive:
Dragon: Allows the polymorph to sprout the wings and hardened scales of a dragon on their body. However, this also makes the polymorph more susceptible to the element opposing the dragon's natural element. For Willow, she is more resistant to heat and fire but is more susceptible to the cold and ice as well as water.​
Gear :
She carries around a bow and quiver with a total of sixty arrows which are enchanted to pierce through even armor, two daggers, a silver necklace from her parents, knapsack with essentials (herbs, bandages, rations, water, blankets), map, compass. Everything was confiscated aside from her necklace.​
Relationships :
Omen Bridger - Hired to give her and Theo passage to Aepia. A rather gruff man and Willow generally stayed out of his way so as to not interfere with his work.​
Martin Cortez - Bought information off of him about potential leads to Elodie. He's likely only loyal to money so as long as the price was right, then the information should be accurate.​
Alexandra "Sasha" Petrovna - Part of the crew that they sought passage from. They get along pretty well and Willow would definitely say that they are close to the friends part of the spectrum.​
Theo Russell - Met him and his sister in the Troubadours, a couple of performers. She taught them archery for self-defense and for general survival. Left before the attack on the caravan happened but found Theo again in Irve where she learned about Elodie's disappearance. Has been helping him find his sister ever since.​
 
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Name: Alexandra "Sasha" Petrovna


Gender/Sex : Female


Age : 22


Physique :
Sasha is 5'8" and 130lbs. She has a well muscled body. Her hair is dark and cut short into a messy bob (without the long bits and messier than in the picture). Her birthmark is large and starts on her stomach and wraps around and up her back. Both of her arms have tattoos of knives on them, and her left leg has a rope, all of which she can use with her magic.

Backstory :
For her whole life, Sasha has only known war. She was born in Aepia to anarchists and grew up fighting in the civil war. Her parents were extremists and taught her and her two older siblings from an early age that her life belonged not to her, but the future of Aepia and that they were tools meant to help win the war. Despite receiving little affection from her parents, she was very close to her siblings. The three were constantly getting into mischief much to the chagrin of their parents. At first, she found the fighting exciting and it always gave her something to do. As the years passed though, she soon found her routine monotonous. Yes, there was fighting, but it was always the same, and even the pranks she played with her siblings couldn't occupy her mind long enough. She also tired of her parents' constant preaching about sacrificing herself for the future of Aepia. When she was 17, both of her siblings were killed in a raid gone wrong. Realizing there was nothing left tying her to her parents, she left and stowed away on a pirate ship. She didn't really have a plan when she snuck on the ship. Her only thought was that she wanted to leave her current life behind. The captain put her to work and she eventually joined the crew after proving herself useful with her Sopia and magic. She was among the captured during an ambush.


Affiliation :
Aepian Anarchists
The Galley of the Drowned.


Personality :
Sasha can never sit still and is always looking for something to do. Despite her upbringing, she has an extremely cheery personality and is a chatterbox. She's friendly to everyone she meets. However, this doesn't mean she is naive or that she has strong attachments to others. Betray her trust and she will throw you to the side without thinking twice. Sasha has little regard for her own life and will jump headfirst into danger without thinking. She is very indifferent to death, both hers and others. She values her freedom above all else.


Skills and Talents :
Knife combat, painting, stealth,


Schools of Magic :
Creation Magic
Sasha's magic allows her to bring the things she draws into the real world. She can only have 3 drawings manifested at once. The drawing must be "put back" or destroyed before she can take out another. If the drawing is destroyed she can reuse the paper. She can only create inanimate, solid objects. For example, if she drew fire when manifested it would just be a solid object that looked like a fire, not an actual fire. Her magic also depends on her creativity. For example, a solid circle could be manifested as a shield, a disc, or even a pillar (if she imagines it as the top or cross-section).


Sopia :
Active - Octopus. Grows 8 tentacles from her waist. They can each be moved independently. They are fairly tough, but can still be cut off. She can regrow them but it takes time. Only one until I think of more.


Gear :
A belt that holds an assortment of paper scraps and scrolls, pens, brushes and ink. She also keeps pre-drawn pictures in small hidden pockets sewn into her clothes for easy access.


Other :
Color code: #ff0000
She does not like being called Alexandra

Relationships:
Omen - Omen is her captain but she treats him more like an uncle. She's a thorn in his side.
Silbur - Sasha would often act as a messenger for Omen to communicate with her
Willow and Theo - Sasha became friendly with them after they came aboard the ship.
 
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Name :
Theo Russell
Gender/Sex :
Male
Age :
21
Physique :
Compared to many Troubadours, Theo falls short, at 1.85m tall. He has a lean build, but no particularly outlandish features. He has emerald green eyes, matching the twirling birthmarks that reach from the lower part of his left cheek down to his chest.
Backstory :
Theo spent a large portion of his life with the Troubadours, along with his twin sister Elodie. Their mother was a conductor with the travelling band of mages, and so the two started their lives when they were camped out on their way to a settlement. They didn't get a chance to live sedentary lives until much later. Throughout their early years, the two were inseparable. Theo had a relatively calm childhood, barring the numerous encounters with some of the more dangerous species of Ithya's fauna.

Soon after he first started properly learning magic in the largest settlement on Ithya, rather than just tossing rocks into the sea from afar, he became more skilled in applying various enchantments on items. One of his earliest enchantments is something that he still uses: his short wooden staff that follows him around. At first, he wanted to get rid of the thing, as it kept hanging over his shoulder, and he couldn't figure out how to undo the enchantment. Over time, however, he came to feel more comfortable with it. As he grew older, and he and Elodie became conductors and joined in some of the performances put on by the poets and musicians in the caravan after rejoining the Troubadours, the baton became part of their little shows.

When Theo and Elodie were 17, the caravan was raided on the road near the southern edge of Ithya. They'd been patrolling, looking for those very same raiders, after hearing some reports about some pirates kidnapping people from the way between a village and the village's farms. They were able to repel the ambush without much trouble. Once the dust cleared, and the raiders were routed, Theo realized they were missing one person. Elodie.

For the last couple of years, Theo has been down on Irve, trying to find leads on who the raiders who attacked them were. He learned that there was quite the market for anarchist slaves in Aepia, particularly among military men. He made a deal with the captain of a ship for passage to the war-torn kingdom, but they were ambushed by the Templars.
Affiliation :
Troubadours - Conductor
Personality :
Theo can come off as a bit daft on Irve. He has no concept of respect for elders, rank, stature, title… Even after living on Irve for almost two years, his stomach still turns every time he exchanges money in return for items or services. He's often quite a cheerful and playful person to be around, a habit he got from his time performing part of the actual musician troupe of the Troubadours. He has a strong sense of family, and usually is quick to attribute that role to people he gets close to, as his entire life his "family" has mostly been people who have no blood relation to him. He's a bit of a showoff, with nearly anything he does well, even if it can sometimes be inefficient to be so.
Skills and Talents :
Acrobatics, musical ear, mid-to-long ranged archery, painting, lute playing, magical enchanting
Schools of Magic :
Spatial Magic
Spatial Magic manipulates the impact and direction of the force of spatial distortions on objects, that is to say, gravity. This allows the caster to change the direction and intensity of gravity on beings without magic barriers. When used together with Temporal Magic, Spatial Magic can be used to open portals between two previously marked anchors.
Temporal Magic
Temporal Magic manipulates the speed and direction of the passage of time in small areas. Reverted time can't bring back the soul of a dead being, but it can be used to revert the wounds of a living being, as long as they were alive when time was moved. None of these effects affect beings with even mild magic barriers, including the caster.
Sopia :
Active:
Rabbit: Allows the polymorph to turn into a small rabbit.
Non-Active:
Farrow: Allows the polymorph to transform into an armored ground dwelling Farrow.
Gear :
A short, enchanted baton-like wooden staff that follows him around everywhere, a pair of rectangular glasses, a notebook and pen, lute. Everything was confiscated except his glasses, a single lens of which is cracked.
Relationships :
  • Sasha - Met on Omen's ship, along with Willow.
  • Willow - Instructed Theo and Elodie on archery from a young age while she was with the Troubadours.
  • Omen - Hired to ferry Theo and Willow off to Aepia to look for Elodie.


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Name:
Amélie Octave
Gender/Sex:
Female
Age:
Twenty Six (26)

Physique:
Amelie is 5'6 tall and 122 lbs. Sleek and slender, she's often wearing elegant and high-quality apparel. While she has muscle, Amelie lacks definition. She has a lean and fit runners physique. She has burgundy hair, which is often pulled back into a ponytail and hidden beneath a hat. With bright green eyes and pale skin, she is clearly from a well-off family.

Backstory:
Born in the trade city of Montacier, Amélie was born into the a noble family that had members in the Royal Guard dating back generations. Her father had problems bearing children, and Amélie was deemed 'a miracle child'. While her father wanted a son, that didn't stop him from loving her. Since being a young girl, Amélie looked up towards her father and took an interest in more boyish past times. She had always dreamed of working in the Royal Guard alongside her father, who was a high ranking official. While her mother initially protested, and wanted Amélie too be a proper lady, her father gave in and hired a tutor to teach her how to fight properly.

As a young woman, Amélie went through a rebellious sneaking out at night to explore the city or even adventure beyond the walls. While she continued her training, her relationship with her father deteriorated some when she expressed no interest in joining the Royal Guard, and instead wanted to become an adventurer. Eventually these aspirations fell away, and Amélie gladly joined up with the guard.
After going through training with flying colors, and using a bit of their families influence, Amélie was assigned too guard Silbur Allinari. One of the kings daughters, Silbur was known too be a handful and would prove a challenge for Amélie. Amélie was assigned to her when the princess was admitted into the royal academy, right after the execution of her friend.

Surprisingly, Amélie and Silbur got along well. While Amélie didn't approve of Silbur refusing lessons and sneaking out, she could do little to stop it. Amélie would often be the one to break up fights Silbur had with other members of nobility, and she saw first hand the passion burning in Silbur. When Silbur returned to her families lands, Amélie enjoyed seeing the new sights Eina had to offer. In truth, Amélie had no idea that Silbur was giving money too rebels, nor did she realize the girl was a polymorph.
When Silbur's father turned her into the Templar's for being a Polymorph and traitor, it did little too damper Amélie's loyalty too the princess. Despite her fathers protests, she used her families influence too get a spot in the Templar Knights. Now she is seeking out Silbur in an attempt too free her, whatever the costs.

Affiliation:
Enia ~ The Royal Guard ~ Templar Knights
Personality:
While she has the face of a lady but the mannerism of an adventurer. Outspoken and care free, Amelie is always itching to discover something new and exciting. She's friendly to all but the slimiest of people, though isn't timid if it comes to a brawl. She's a flirt after a few occasional drinks. While she enjoys socializing and making connections, she normally is reluctant too open up to others. She's sharp tongued and playful, but can come off annoying or rude too more serious people. When on duty she is a tad more serious, though not to a major degree.

Skills and Talents:
Royal Guard

Training since a young age to become a member of the Royal Guard, Amélie knows the ins and outs of the nobility system. She was taught how to read and write, recognize most noble names and faces and how to act in the presence of a lord or lady.
Swashbuckler
A unique fighting style, foreign too most, she utilizes well timed dodges, ripostes and a sword. To enhance her fighting capabilities even more, she pairs her fighting skill with tutor-taught magic and a sword breaker (parrying dagger).
A Sharp and Silver Tongue
While she often uses her quick wit and sharp mouth for insults, she can also use it to persuade her way through a conversation. Useful in bartering and espionage situations when a sword won't do.

Schools of Magic:
Illusionist

Capable of creating illusions of herself. These illusions are often used to make opponents second guess where her attacks are coming from. These clones are harmless, and anything will pass right through them. Alternatively, she can use it to throw others off their trail by creating multiple copies of herself and a handful of others and running the other way. She also has a grasp on changing her physical appearance, but only slightly. Hair style, color, and minor facial features are among them.
(Note: An easy way too see through her illusions is by looking into a reflective surface, such as water or a mirror. Her clones or physical appearance changes won't show up on such surfaces.)

Companion Magic
Capable of summoning one of two animals too aid herself. She may cast illusions of them as well, though like her clones their harmless.
Kite: A common hunting falcon. While she is rather weak in combat, she excels in tracking and scouting.
Ravage: A feline hunter from an exotic world. A strong fighting companion, he has a strong bite, capable of crushing bone.
Sopia:
N/A

Gear:
Rapier and Swordbreaker

A thin, pin like sword used for nimble and precise strikes. It's cross guard covers nearly all of Amélie's hand. Her swordbreaker is a small, yet thick dagger with a comb like appearance. Used too catch and break the blade of swords.
Apparel and Armor
She prefers too wear high-quality shirts and pants. As for armor she's normally lightly armored too not slow her down. So she wears a bracer on her sword arm that travels most of her forearm, and two metal pauldrons.
Bags of Coin
A bag Eina currency
Bandages
Kept in a pouch on her belt
Templar Knight Badge
A badge she carries on her person to show she's apart of the Templars
Cross Necklace
A silver necklace she's had since she was a young girl.
Relationship:

Silbur Dei Allinari
The loyal bodyguard of Princess Allinari. She was assigned too be her personal guard soon after being appointed to the Royal Guard. Amélie grew a strong connection to the younger woman, seeing her courageous and headstrong Amélie believes Silbur would be a fair and strong ruler after some maturing.
Amélie joined up with the Templars with the soul purpose of freeing her.


Other:
Color Code: #E25041
She has a light french accent, though the accent comes on thicker when drinking.

 
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*Liberya*

Name : Liberya, or Ria as people around her shortened.


Gender/Sex : Female


Age : Noone knows for sure, possibly around 15-17.


Physique :
Ria stands an average 5'4" with a rather slim physique that is not lacking muscles. Normally, her eyes give off a daffodil-toned yellow color that goes along with her long blonde hair. However, when her current Sopia's power is active, her left eye turned reddish orange like that of a burning flame.

Backstory :
4 months ago, the girl woke up in a bed without memory, not even of her own name or age. As the man named commander Soloz said, she was found unconscious in a ruin used to be a village, at least before it was bombarded by the army's magic. At first, he simply wanted to nurse the amnesiac girl back to health and send her somewhere safe. However, his men soon discovered the birthmark and her polymorphic power and convinced her to join that small branch of anarchist rebels of Aepia.

After that day, it was no longer a small branch.

With her extraordinary skills gained from a few days of training, topped with the fact that the army personnel were used to being spoiled by an advantage of one-sided magic, the rebel successfully drove the army back without losing much manpower for the first time. Due to that feat, she was given the name "Liberya" in hope for her to someday bring about the true liberation of Aepia.

Once the news about the queen's army's loss spread, people from all over the country had joined their group. Most of them were looking to join a rebel for quite some time, but didn't want to fight a war they could never win, and Ria's existence had given them hope. After a few months, a small hideout turned into an undefeated stronghold and should still be... if not for that day.

It was just another attack from the queen's army, so Ria didn't expect a group of them to be so well-prepared to the extent that successfully made her fall into their trap; a complicated magic that forcibly teleported her straight into the middle of an encirclement of another army. To make it worse, it was not a bunch of arrogant soldiers who were mediocre at magic, but the great country Enia's renowned Templar Knights. No matter how skilled Ria was, there was a limit to what she alone could do to a squad of well-trained knights that specialized in handling with magic...

Affiliation :
Newly joined member and also one of the leading figures of Aepia's anarchist rebels. She plays an important role in their comeback in a past few months before being sold out to Templar Knights by her supposed supporters from the statist faction.

Personality :
Due to her amnesia, Ria is naturally innocent, as seen when she immediately agreed to join the rebel without a second thought, a decision that mean opposing a country and abandoning a mundane but safe and comfortable life. She is also curious, trusting, friendly, enthusiastic, passionate and being a little self-centered, just like a typical little kid. Due to her innocence, she sees no ill in others and her actions, easily overcoming a cruel mental burden of fighting and killing her enemies.

There are times when she has a strong will to do something without any explainable reason. This includes pulling an unorthodox move that turned out to be an amazing tactic in combat, or forgetting everything she was told about the mission and went straight to cuddle a little cat-like creature in the forest. While Ria herself and most people around her believe it to be an instinct or intuition that anyone could have, there is a speculation that it is a glimpse of her former self.


Skills and Talents :
Since Ria is an amnesiac, she doesn't really know of the skills she might have. Although, during her first battle, she displayed a highly effective and refined use of basic magics like enhancement as well as her polymorphic power, far exceeding what one would expect from someone who fight using magic for the first time. It is speculated that she experiences in combat before losing memory.


Schools of Magic :
- Pyromancy

A manipulation of fire. Due to its volatile nature, users of pyromancy won't be spared from heat or damage done by their own fire. Therefore, aside from those in the military who practice only ranged pyromancy like fireballs under a short range cover from their ally, the practice of this magic was rather limited; most people tend to learn just how to light up a fire and call it a day.


Sopia :
Even though Ria possesses a birthmark and was actively using a powerful Sopia, she completely has no idea that she is a polymorph or what sort of Sopias she had consumed.

Active Sopia:
- ???: Allows the polymorph to wield the power of sacred flame, which can replace the flame used by their pyromancy. The sacred flame looks more whitish than typical flame and is unharmed to the polymorph and anyone of their choice. In addition, the flame can be used to heal wounds, repair internal damage and restore lost limbs. When the polymorph receives any wound or injury, the sacred flame will be lit up, covering the site and gradually providing regeneration. This goes off involuntarily, but the polymorph can also deliberately hold it. Also, ???

Passive Sopia:
- ???: ???
- ???: ???

Gear :
- A golden locket with a gorgeous design. It is found around her neck ever since the day Ria herself was discovered. To the current day, noone was able to open it, no matter how strong or skilled, not even Ria herself. Even so, for some unknown reason, the amnesiac girl never took it off her neck even for a second.


Other :
Between her specialized magic and her Sopia power, Ria is able to use a unique battle style of close-ranged pyromancy, which was deemed to be impossible for typical practitioners.

Relationships :
None so far, and I would like to ask you all to refrain from knowing Ria before her memory loss (I sort of have some idea which will probably be introduced along with my second character I planned to add sometime after we start). But feel free to establish any sort of relationship with the current amnesiac rebellion girl!
 
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Name :
Iosef vi Faust (YO-sehf Vee FOWsst), "Van Garrett"​


Gender/Sex :
Male​


Age :
21​


Physique :
Despite his tousled hair, Iosef has the naturally refined features of a noble. In fact, he appears rather feminine giving him an androgynous appearance. Having grown up without doing an ounce of manual labor - until very recently, that is - he lacks worthwhile muscle mass, instead possessing a lithe form at a height of 5'9" and 132lb. His single apparent eye is of bright cyan but often hooded and uncaring, with his left covered by both bangs and patch; though underneath is a oddly geometrical crimson mark replacing the iris and pupil.​


Backstory :
Iosef vi Faust, child to the House of Aepia who orchestrated the Bloody Peace-Summit in exchange for land and titles in neighboring Enia. This betrayal occurred whilst he was still an infant, and so he views himself from Enia rather than of his Motherland. House Faust were themselves granted lordship of Welhurst Town and its recently restored Castle. Given their new status as Barons of Enia, Iosef held the privilege of being able to enroll in a prestigious Magick Academy at an early age. However, it soon became apparent the assumed-defeated Aepian anarchists yet lingered, and moreso they were galvanized more than ever. Suddenly eyes of rebels, Aepian royalty, and Enia all had their tacit sight on the Fausts. The ensuing politics had Iosef "encouraged" to withdraw from the Academy, he and Lady Faust becoming castle-bound recluses to avoid the ire of many including their governed town, Welhurst.​
This forced isolation proved a blessing in disguise when Iosef's left eye, which had always struggled with astigmatisms, developed a sudden eye-encompassing crimson mark. Lady Faust recognized the symbol as that of a Polymorph and so even ousted the tutors and many servants of Castle Welhurst to hide her child away from the zealots of Ydran. However, this had a somber affect on Iosef over the years. Bitterness towards the denizens that despised him, loneliness of only ever seeing his mother and clockwork servants, and apathy that this was his world.​
Dark though his mind was, Iosef continued to occupy himself through study. The castle held vast libraries and archaic stores from times past, even tomes on performing magicks. And so with only the eyes of Welhurst's shadows, the boy learned the old art of Umbramancy. Disappearing within shadows, Iosef was able to free himself from solitude. The excitement of freedom was neutered upon being reminded the entirety of Welhurst utterly despised the Fausts; the entirety save one, a boy of Iosef's age.​
The boys got along well, the peasant denizen finding humor in Iosef's mysterious, brooding demeanor and the young lord internally enjoying the other's warmth. Secretly, Iosef smuggled his friend into the castle at times to explore the libraries and crypts, hiding from the busied Clockworks, and scaring each other with tales of the Ghost of Welhurst. Eventually, the friendship turned into something more.​
Meanwhile, Aepia's rebels had grown bolder in the last decade, and a decisive loss for the Crown had been the tipping point. Denizens of Welhurst decided to storm the castle under the rage-filled belief House Faust was helping the rebellion. The castle was ravaged, Clockworks destroyed. No mercy was shown to Lady Faust, but she had been able to guide Iosef further into the castle catacombs beforehand. Umbramancing lower and lower, Iosef found himself in a stoned-up basement room where he found the slithering black form of the Ghost of Welhurst, a Thousand-Eyed Hecatoncheires. In fear, Iosef used his Polymorphy for the first time to consume the monster. The resulting form change gave him amnesia, but he awoke at the ravaged castle entrance amid countless bodies, alongside a bloodied piece of clothing Iosef's only friend had owned. On autopilot, Iosef looted his family's store of gold lire, packed a bag, and fled.​
He became a wanderer under a false name for a time, aimless, apathetic, and frightened. Subsisting off his family's wealth while plagued with amnesiac dreams of lives that weren't his own. While wandering, Iosef fell back into his childhood fascination of anthropology. Eventually even acquiring a failing Mining-Smithing Company which he reformed for archaeological pursuits. However, the company later ran afoul of the Church for sacrilegious trespassing, among other accusations. Being the owner, Iosef alone was arrested whereas his team were given lesser ramifications.​


Affiliation :
  • Welhurst Castle (baron)
  • The GMS Company (owner)


Personality :
In a word, apathetic. Iosef has fundamentally died inside after a series of traumatic events, which has left him jaded to the world and all its denizens. This has given him a sense of amorality where right and wrong are of no consequence, though he used to be rather staunch about his ideals. Recently, he's taken to faking his demeanor just because he can: pretending to be caring, supportive, or perhaps angry, passionate. Though faking emotions tends to tire him out. Is rather used to luxury from his childhood but after living on the road for a few years, he's become more accustomed to a peasant-wanderer's lifestyle. Or the idea of it, anyway. Is still rather invested in stories of old, the myths of Irve, and has a random interest in cake making. Ultimately though, Iosef's aloof nature is a result of his depression. Whatever situation he gets up to that proves fatal? Well, that's hardly a bother in his eyes. And if he ends up surviving, that's no big deal either. Life is a distraction he busies himself with until the day he no longer has to.​


Skills and Talents :
  • Studying
  • Costuming (disguises)
  • Marksmanship
  • Stealth
  • Historical knowledge
  • Baking cakes

Schools of Magic :
Umbramancy
The lost magick of darkness, Umbramancy manipulates shadows to affect the physical world. The lower end of the spectrum is manipulation, altering or animating the shape of an existing shadow, projecting a body part from a dark cropping, or completely vanishing inside a shadow. More powerful Umbramancies include warping between shadows (portals), shadow beings, and even harming a denizen's cast shadow to attack the being itself. Iosef particularly specializes in projecting eyes and ears within shadows and dissipating within a darkened nook. However, this magick can only be used near light sources as shadows are a rejection of light, and not the absence of it. The stronger the light source, the stronger the magick. Umbramancy itself is regarded as an art of the old daemons and so is strongly rejected by the Church of Ydran, among the more studious acolytes who even recognize it at any rate.​


Sopia :
Active:
Hecatoncheires: Turns the polymorph into an inky black figure with razored teeth, sprouting numerous tendrils from its back, each hosting a clawed hand with an eye on its back. An individual hand is approximately as powerful as a strong human. The tendrils can regenerate if severed, but the Form cannot heal while in sun or significant light and also becomes significantly weaker and blind.​

Non Active:
Morgan: a shopkeeper's son. Amnesiac memories of a boy who enjoyed cooking.​


Gear :
  • Flintlock Pistol, x2 [CONFISCATED]
  • Bullets [CONFISCATED]
  • Archaeology Tool Kit [CONFISCATED]
  • Eyepatch, left eye
  • Old, red scarf
  • Belt & Harness Rig
  • Steel-toed boots
  • Sturdy black waistcoat


Relationships :
  • Martin Cortez: Iosef solicited Cortez's buy-able secrets to exploit the owners of lands his company wouldn't otherwise be able to access for archaeological digsites, which might be incorrectly thought as sacrilegious grave robbing.
  • ???
  • ???
 
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ARTURO LEONE
Name : Arturo 'Art' Leone

Gender/Sex : Male

Age : 30

Physique :
Art is rather tall at 6'-2" with a broad frame and wide hands, but his has not been a difficult life and so his overall appearance is more lithe and soft. Truth be told, he has even grown a small belly in recent years, no longer as lean as he once was. A violet birthmark trails downwards across his stomach. His hair is light brown in color and he maintains a closely cropped beard and mustache. He is quite blind without his definitive, round spectacles.

Backstory :
Though born in his mother's homeland Ithya, Arturo grew up in Enia. His father, despite being lowborn, had garnered a fair amount of respect as a researcher in Enia and his mother was more than happy to leave magic and the communes behind. The exact tale of this match and their migration is longer, but the abbreviated version shall do.

They lived a mildly comfortable city life, due to his father's wages as an educated man, and a mundane one, too, until his maternal grandfather came to live with them when Arturo was seven and his sister, Isabel, four. They had known about magic, but been raised properly per the country's laws. His grandfather told them many stories of Ithya and his adventures - of occurances far beyond their sheltered imaginations. Travelling was very difficult, he told them, but one day he might take them to Ithya with him. He was certainly unlike any old man Arturo had ever met and one of the proudest moments of his life was seeing the man's face light up when he told him that yes! he did in fact have a very interesting birthmark, though mama said not ever to show anyone or they might be think he was a freak (or some such simple reason).

"Go on," his grandfather said after they had a few 'lessons' which were to be kept very secret, even from mama, "Swallow it up!" Arturo closed his eyes and squeezed his hands shut and opened the great mouth from nose to navel and swallowed up the small, captured bird, which flitted on the table, a piece of thread enslaving the creature to a paperweight. "You've done it, boy!"

- - - - - - - - - - - - - - -

The exit of his grandfather from Arturo's life was a traumatic one for an eleven year old. His mother screamed at her father with such rage as he'd never seen her capable of. About what, he didn't rightly understand. Events he hadn't been alive to witness. Eventually, the man departed without even a word goodbye to Art. He was heartbroken. He was supposed to go with him! To Ithya! Home where their family lived and where they could be themselves!

But a boy of eleven has little agency in his own life and he was also old enough, guided by his mother and father, to see what became of individuals in Enia who practiced magic and decide for himself that he did not desire that fate. Being an inteligent and logical boy, Art eventually accepted this fate, betrayed by the grandfather who simply left him there and resigned to excel by other standards. He managed to keep his polymorphy a secret by ignoring its existence.

- - - - - - - - - - - - - - -

Years later, Arturo has proven himself a capable engineer, working on some of the most urgent projects of the nation, including airships. As such he has enjoyed some limited privileges as well as what he perceived to be friendships - or at least friendly acquaintances - with the Templar Knights who fund his unit's projects. Unfortunately, few things in this world defy class and law.

Isabel gave birth to her first child, a healthy girl, in the middle of the morning of a lovely day. Art had planned to visit later in the day, but was abruptly summoned by his panicked brother-in-law. He arrived to find his sister, still in her soiled shift, clutching the newborn tightly, screaming at the Knights who approached her. One of them took her by the neck while the other wrenched the child from her arms. A deep red birthmark seemed to shine angrily through purple skin and mucus, wrapping around the tiny hand. Seeing this, he understood the situation immediately.

Arturo stepped up, pleading with them not to take the child. His sister would raise her well, he said, as his mother had raised him. He confessed his own treacherous existence. He was still an accomplished engineer and a great contributor to the Kingdom, so too could this child be an asset. He thought this line of reasoning would prove something to them, but all it accomplished was adding his name to the list of polymorphs to an unknown end. He was swiftly arrested. The fate of the child is uncertain, though he suspects she did not live much longer.

Affiliation :
none current;
previously under contract with the Templar Knights

Personality :
Art has always been a calm man and wants only to do right by the most people, sometimes at his own discomfort. His life has not asked him to be wary of others or critical of their actions. It's far easier to accept things the way they are. In many ways, he holds his grandfather's betrayal of him at a young age against most Ithyans, though he has met few of them personally. He is a man of routine, preferring to start and end his days in the same manner he always has. Solving puzzles and questions and problems has always been a great passion of his, hence his livelihood as an engineer, but he also loves more mundane word games and riddles and a good problem or question is one of the few things he gets visibly excited over.

Skills and Talents :
Engineer's Mind: A strong knowledge of moving parts, technology, and a proclivity towards invention.
Charisma and Debate: Art is good with his words, careful more like. He excels both at making friends and cleverly fighting his way through spirited discussion.

Schools of Magic :
Telemechanics/Technopathy: A technopath can learn a lot simply by touching a machine or listening to its hum - anything from what would prevent it from working to how to enhance its function. They might also manipulate those parts to stop, start, or move in a different way. It's really just a kind of telekinesis with a sensitivity to machines.

Sopia :
mockingbird: Art has always been a great vocal imitator of both creatures and humans. Eerily good. It is tied to this sopia, though he doesn't realize this connection. He could transform into a mockingbird, but has not done so since he was a young boy. He could also use the sight of the mockingbird to fix his own terrible sense, but again, has not leaned on this for a lack of knowledge of his own abilities.

Gear :
The only things on his person at the time of his arrest aside from clothing:
- Small, leatherbound blank book containing some notes, pencils.
- Brass pocketwatch with a long-cracked face.

Relationships :
none

 
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Arthur Wilhelm
Name : Arthur Wilhelm

Gender/Sex : Male

Age : 27

Physique :Arthur stands at a solid 5'9 and weighing in at about 165 Ibs, with scars covering his entire body from fights and the odd fish fighting back. His build can roughly be described as "toned." As is to be expected with most sailors or fishermen, but not as built as others, nor as slim as a few select. He's somewhere in the middle. And the days spent doing shady work and subsequent capture, he has grown a scraggly beard and his hair has grown out.

Backstory :
Born and raised in Ithya, to a family of sailors and fishers, Arthur was raised to be like his parents, gutting fish, setting lines and selling their wares on the market. Or to provide food to those who are unable to feed themselves. Life was nice, and Arthur grew up with his skills at fishing becoming more and more developed until he could go solo.

But on the eve of his birthday into adulthood, his father and him went on a fishing run with the local fishermen. Things were great, he bonded with his father and he learned what his father called the Golden Rule, when something went wrong. Not to him, but to his father. Whom went missing during the night, and said fact did not come to light until the next morning.

Everyone thought in his old age, Arthur Sr, had fallen off and drowned or died because he was too stubborn to let a catch go. But his son knew better. His father was more of a pro, knew his limits and acted accordingly. And a man of habit. He would not fish without donning his overalls, gloves and his hook. And Arthur found his father's gear completely untouched, so why was his father doing a solo fishing session without his gear? It kept him up at night, and distrustful of the other people on the crew.

When he got back home, his mother was devastated, and still no leads as to what exactly became of his father. Maybe he survived, or maybe he did drown from an accident. And Arthur searched high and low, using every bridge his family had built. Before eventually delving into the dark depths of society. That was when Arthur learned of what happened to his father. Apparently the family and subsequently his father had a debt from the homeland and someone came to collect blood.

Armed with this knowledge, Arthur began a trip down a road to revenge. Starting with training his body and skillset to better suit his quest and of course getting the right things for the job. Which he didn't have to look far, in fact he had a decent selection of tools one can use for what he was about to partake in. A knife used for cutting open fish and a hook to hang said fish. There was also a small sword and small musket that they carried in case the local fauna attacked or they had to defend themselves during a fishing voyage. And the magic in him, it took him many years, but after enough underground tutors and said training of both his body and magic took him roughly six whole years, the ability to invade minds for his quest was worth it.

Donning a mask used by those who gutted larger fish that could release an aroma that'd make a sailor light-headed, which could mean death for them and the crew. And Arthur began the long trek up the ladder, doing odd jobs for anyone that had information. Smuggling, assassination and whatever else. His cover for these actions being simple late night fishing trips to relieve his aching heart and provide for himself and his mother. Which he did after each job.

It was perfect, no one suspected him, and he was getting more and more closer to his father's murderer. Each bit of information painting who did the deed, or at least ordered it. A judge from another world, one whose family had been wronged by Arthur's in the past. No simple task to isolate the man, nor was it to confirm that said man had done it. Arthur was no fool, he wanted proof the man had done it, and not through the lips of some stranger.

So sneaking into the judge's estate, past the guards and whatever other security he had. And into his bedroom where the man slept peacefully. It was here, Arthur delved into the man's mind, searching for evidence. And finding what he was looking for. He poised the knife above the man's heart and plunged down. The judge died in seconds, the last thing he saw was a masked man looking back at him like the specter of death.

But fate loves to be a double edged sword as when the man died, the maid walked in to see a masked assassin standing over the dead body of her employer. And she promptly ran away, alerting the guards of his presence.

It was easy sneaking in, but with everything on high alert, it was more difficult. As the guards found him quickly, and while he was busy holding them off, one blindsided him with a tackle. After a swift kick to the head, he found himself being sent to a prison world for the crime of murder. He didn't care though, he had avenged his father.

Affiliation : N/A

Personality :Arthur's the type of individual that can pull an act if given enough time to think of one. Able to come up with stories and alibis that would normally get people to buy it. Or he'll put up a front that'll get you to think he's just a dolt who's gotten in trouble. Then reveal he's actually somewhat the opposite. A vengeful soul, Arthur never forgets a wrong, but will reward loyalty. Don't cross the man, and he won't cross you. Scratch his back and he'll scratch yours.

Skills and Talents :Fishing, cooking, stealth, sword-play.

Schools of Magic : Mental Invasion, something he uses to find out if a target has done something to earn death or just information in general.

Sopia :N/A

Gear : A small knife used for cutting and gutting fish, a modified hook that can be stabbed then pulled to do serious damage, a small musket pistol and short-sword. A fishermen's uniform and mask.

Other:
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Relationships : Can be discussed.
 
Makatza
Name: Makatza, Formerly Lady Asena of House Lloyd

Age: 27

Gender: Female

Physique: Slender and Lean

Backstory:
— Makatza wasn't always Makatza. She used to be Lady Asena of House Lloyd, a noble child, wild and carefree. A bit too much sometimes. Her mother was resentful towards Asena because of the golden-orangish birthmark on her inner wrist and tried to hide it as best she could. Lady Asena was always dressed up in long sleeved to the very end of her wrist because her mother wanted to forget that she'd had a demon child with her father somehow. Asena found that nature and new "her" was her way of learning to enjoy life and cope with the endless scolding from her mother. This was how she silently became Makatza, or Maka. She grew attached to the teachings of Ydran and something about the goddess called out to her. It didn't feel as though she was supposed to be bound to the tales and teachings of the church.

— Asena diligently practiced the art of illusion, bodily enhancement, and conjuration alongside the Princess of Enia. She'd stay after classes reading textbooks and sneak out late at night to practice her magic within the woods, sometimes returning at sunrise. This diligence allowed Asena to become quite in tune with conjuration of arcane beasts, particularly with those related to her sopia, a dire fox. She felt safe and at peace when practicing; The princess was amazed at Asena's skill and quirks. She offered Asena a position by her side and the two developed a deep bond. As time went on, Asena became something of an unofficial spymaster for her lady without really understanding why she could hear far away. Perhaps it was her gifts reacting to her situation.

— Asena's secret was released when one of the king's men found out she was a polymorph and exposed her at a ball. He tore at the shoulders of her dress to reveal that same birthmark her mother had furiously tried to cover up, if not scrub off. Asena's birthmark had grown; it now shimmered across her arm like strange, intricate twine. The king immediately called an arrest and the guards ran over. Asena's polymorph activated and she sped towards the door out of fear. Everyone screamed, even the princess. She was caught and knocked unconscious before she managed to escape the castle.

Affiliation: Ydran, the Goddess Herself

Personality: A mysterious woman with fox-like tendencies. She's embraced her sopia in every way she can, in every way she feels is possible with her belief in Ydran. Makatza is an unassuming character, dislikes loud noises, and prefers solitude. Although she is curious to discover and speak with those like her, she holds back from opening up and is suspicious of everyone, even her own kind. Makatza has a simple way of being; to help and never ask for anything in return. She's not necessarily a people pleaser, however, she does strive to make people happy. It's not at the expense of her own health though. Makatza is still learning to find balance in her life, what with the recent death of her mother and father for hiding her truth. She regrets not being the child her mother wanted and wishes she said something different last time they spoke; If Makatza could go back to change everything, she would.

Skills and Talents:

  • Herbal Healing (Intermediate)
  • Ancient Storytelling (Talent)
  • Close Quarter Combat (Intermediate)
  • Archery (Beginner)
  • Fauna and Flora Lore (Enia)
  • Local Lore (Enia)
  • Magic Lore (Enia)
  • Survival (Intermediate)
School of Magic:
Illusion - Makatza's illusions are that of nature and animals. She can create a large tree or a small rabbit, a fennec fox or simple flower bush. Makatza has a wide variety and the larger the illusion is, the more spiritual energy is depleted from her body. She tends not to worry too much about her illusion mastery, though she keeps up when she can and is fairly proficient in the magic.

Bodily Enhancement - This type of enhancement helps her sustain throughout the day and add a huge flair to her active sopia by giving her temporary heightened senses, agility, and dexterity. She's proficient, however, given her sopia, Makatza doesn't typically channel this kind of energy unless in the heat of battle and/or if she's needing an extra boost to her spirit. If she's able, she enjoys sharing these enhancements with others, though they tend to wear off fairly quickly because of her lack of practice in passing over her energy.

Conjuration - Makatza's conjuration is primarily the dire fox, however, she can also conjure up different types of animals relatable to the fox, such as a wolf, and small creatures, such as rabbits and mice. Her conjurations are swift and to the point— she has a visual inside her mind and she creates the animal inside her mind.

Sopia: Active— Dire Fox; Inactive— Dire Wolf, Mouse

Gear: Twin Daggers, Various Herbs & Food from the Forest


Other: She primarily eats fruits, berries, seeds, and vegetables, however, when offered a rabbit, cannot turn it down.
 
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Jacques Wilhelm Lumoise
Name : Jacques Wilhelm Lumoise
Gender/Sex : Male
Age : 36
Physique :
Jacques is a rather well-built man, surprisingly so for someone who worked under the Templar Research division as he kept himself fit with the typical training regiment of the Knights. Though he can be mostly seen in his researcher uniform, casually, Jacques wears typical noble clothing though has been seen in much more common clothing. He stands at a height of 5'11.​
Backstory :
The Lumoise family - famous for their continuous service to the Templar Order. Children of the Lumoise family were immediately trained once they're able to hold a sword or any weaponry as well as magic when they come to possess a natural affinity to them. Those were sent to the Royal Academy, of course, but they are sometimes called back to their houses for continued training. Considering their relative closeness to the Academy, this was not put under scrutiny. The Lumoise family has produced many great Templar Knights but some have deviated to other forms of government and positions - but it is always guaranteed that the firstborn of each family would be up for induction to the Templar Knights if they were up to par.​
And so, Jacques' fate was already sealed the moment he had been born. He wasn't bothered by it, of course. In fact, he was very interested in the tales of the Templar Knights maintaining peace and fighting for the betterment of Enia. They were sugar coated tales - he realized when he was older - but for the young him, they were everything. Jacques had displayed an inclination to the magical arts. Though he had kept up with sword training, Jacques held little interest to mastering it. And so, he was sent to the Royal Academy to be able to hone his magical talents even further.​
Jacques had excelled in his studies and his training, building a rather good reputation among his peers. There were no doubts that he would join the Templar Knights. Though, Jacques' view of his future had shifted. He had unlocked a seemingly endless thirst of knowledge during his studies. When you question friends he had made in the Academy, you would be told that Jacques spent a lot of his time in the library if he wasn't due for training. Magical research, he often called it. It was not because he wanted to use a particular kind of magic but because of an innate want to simply know. Knowledge for the sake of having it.​
Within a few months of him graduating from the Academy, he had been inducted into the Templar Knights. Such a high honor for someone so young. And he did not disappoint with his skill in the field. He was a soldier in every sense of the word - able to keep to the orders given to him but flexible enough to be able to reach the goal even without a commander at the head. For years, Jacques had been enacting the will of the Templars. Jacques knows that his hands were not clean at all - having slain commoners who had been caught using magic. They were not his proudest moments.​
At 29, Jacques had sudden left the Templar Knights and was placed in the research division. His interest in knowledge had convinced them that he would be a great asset to the research team. With that, he officially hung up his sword and armor and went to his new work. He had questions but his morality had been broken down in the Templar's 'crusade' for peace. Everything he had done was for the sake of the improvement of Enia and for the comfort of their citizens. It was also to further their understanding of the magic that they all use but not fully understand.​
But an event had shaken his resolve and his beliefs but knew that escaping would only result to death. He knew far too much. With a new batch of prisoners and polymorphs coming in, the doubting Jacques begins to think that there might be a way out of this.​
Affiliation :
Previously Templar Knight​
Templar Order- Research Division​
Personality :
Contrary to what most people think of the aged researcher, Jacques isn't a stoic and rude person. In fact, he's quite friendly and welcoming to new minds into the team and had been known to be willing to help someone who is struggling with their studies. He appreciates anyone who seeks more knowledge just like himself. Though he might come off as patronizing when it comes to explaining, he does genuinely want people to understand a certain topic and he tries to keep it from being too technical that it wouldn't make sense anymore.​
Jacques seems to have lost the noble flare that he always held when he was a Knight. He's become much more reserved in his opinions. Instead of being the first one to strike, he has become the one who stood back and watched while making adjustments to his plans for the future to make sure all is well. He's become much more calculating and with his life and freedom hanging in the balance, it is understandable why he feels like it should only be right to be extremely careful. He comes off as apathetic to those who does not know his inner turmoil.​
Skills and Talents :
Alchemy, Cooking, Swordsmanship, Marksmanship, Cartography, Magical Research, Templar Training, Survival​
Schools of Magic :
Spectromancy
---​
Telekinetic Magic
The magic that allows the user to be able to move an object without physically touch it. Most magic users knows the basics of this particular school of magic. However, those who are proficient with it have a much more versatile and precise use of it. From being able to move multiple pens at once and carrying a stack of books without breaking a sweat to being able to manipulate a certain complicated piece of machinery from within as if one is using their hands to even being able to use it to hurl something at a high speed. For the experienced, telekinetic magic is an extension of one's body.​
Pyromancy
Fire is a volatile thing - and highly dangerous to bring under one's control. The brave and the foolish look upon this magic as a challenge. They've accepted the risks that came along with it. One needs to be careful with its usage, but the protection and destruction that can be created from it is certainly a balancing feature.​
Sopia :
N/A​
Gear :
Jacques has come to always carry his sword everyone as well as favoring his enchanted coat over his regular research clothing. He has a bracelet which is a reminder of what he had lost, and what he intends to take back.​
Other :

Relationships :

(Open to em)
 
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Lifen Zebora

Name :
Lifen Zebora


Gender/Sex : Agender/Male


Age :
20


Physique :
Lifen is a small and wiry young man, standing only at 5'2" and weighing about 110 lbs. They generally wear a heavy dark blue cloak about them, covering their Sopia traits that include white fox ears and three fox tails. Underneath the cloak is a long sleeved dark blue shirt, slightly patched and torn, with equally dark blue pants that are loose and slightly falling off their frame. They also wear brown hide boots and gloves while always carrying a staff to help with their limp from an old injury. They have white messy hair and normally blue eyes that can turn into a different color when using their Sopia's abilities, while on their ears they wear simple gold and sapphire earrings, a reminder of the mother they don't remember. A red tattoo is on their face to indicate their abilities as a polymorph, extending down their neck and shoulder to their lower arm.


Backstory :
Lifen was pretty much an orphan in Ithya, but he was raised by a blacksmith in one of the settlements after their parents died, their only remnants of them being a cookbook from their father and earrings from their mother. The blacksmith had many Clockworkers as assistants so when they were young they would often play with them, figuring out how to override their programming in the processfor the better. It was one of those times to play that they discovered they were a polymorph, accidentally eating a Clockworker friend, a mentor much older than him, and taking in his essence for their own. They cried then, sobbing to the blacksmith about killing someone. The blacksmith was sympathetic, however, and urged them to use those powers to help people, namely as a Troubadour. When a troupe came, they were sent to train under them in order to harness their abilities. They discovered how to talk to the wildlife under them and developed an appreciation for life and freedom, living life to the fullest as they gained more Sopias. Their third, a three tailed kitsune, called out to them the most and they took that one as their own as the kitsune lay dying of an injury, making that one their active Sopia, instead of their old reliable friend. They had many adventures with the Troubadours as a Conductor, though their time with them came to an end when fighting of Templar idiots and they were subsequently captured, taken away to lands unknown.


Affiliation :
Troubadour, Conductor


Personality :
Lifen is pretty quiet, preferring to not talk and just listen to conversations go by. They prefer to speak through actions rather than words, a kind gesture, a knowing glance, something like that. However, they are quite empathetic and can feel other people's emotions at times, so they use this to gauge a person's feelings and respond accordingly. They are kind and selfless, especially to wildlife and Clockworkers due to their oppression. Other people they sort of have trouble communicating due to the fact that they're...more advanced? They don't know the word, but they've always felt backwards in the current world. Even so, they will help a person without fail if they know them and trust them. They can be a bit too trusting at times, though anyone who reeks of ill intent will find that they will be at the end of their magic. They don't like to reveal too much about themselves and like to feign ignorance over the fact that they know magic and are a polymorph, they prefer to hide their abilities until the last possible moment. If it comes down to it, they prefer to make peace rather than war and will resort to protecting and shielding rather than fighting back, though they like to whack with their staff. A little naive at times, they don't understand some customs and act more in tune with nature than anything else, preferring to stick to the woods and meditate there. However, they are eager to learn, especially new recipes, and will listen eagerly for the next piece of info. They are quite polite when they talk, unless you get to know them in which case they are more prone to smiling and chuckling softly. They're a good fellow, just hard to anger and even harder to poke a dent to when it comes to pushing their buttons.


Skills and Talents :
Making delicious food with their cooking, drawing, able to feel other people's emotions, good listener, wildlife of Ithya recorder, good swimmer, good climber, knows how to find a person's good or weak points in mentality to help them


Schools of Magic :
Beasttamer: Lifen is capable of communicating with animals and with this communication, they can have them help them when in need. They often talk with them as if they were people.


Sopia :
Active: White arctic 3 tailed kitsune, they usually keep the ears out and tails constantly but they can change into the kitsune form if they so desire. Has more animalistic traits and can control will-o-wisps.
Inactive 1: Clockworker, able to take a partially mechanized body, capable of using fire magic in this form because of the Clockworker. Was their first Sopia and active one until they found the kitsune to consume.
Inactive 2: Gigantic underwater eel of some sort, able to create electricity and have a mermaid-like eel tail.


Gear :
World famous cookbook from their father, earrings from their mother, sketchbook, pencils and pens in a baggie, travel bag, hand carved staff, cooking pot, ladle


Other :
  • Believes they can talk to their Sopias' essences and often has conversations only they can hear.
  • Likes to cook, the blacksmith thought their father blessed them with his cooking skills
  • Don't touch the earrings, they are precious to them
  • The eel they accidentally ate while trying to fish it up for dinner. Oops.
  • Doesn't remember their mother or father, despite losing them at the age of four. Perhaps it was too traumatic?


Relationships :)
Theo Russell: Fellow Troubadour
Willow Howst: Fellow Troubadour
 
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"The only true friends a man needs is a pair of dice and pouch of coins."
Name:
Kade Bernaut, the Gambler
Gender:
Male
Age :
Mid-Twenties

Physique :
A man of a slim, though not fragile build, Kade is fit from travels and exploits he has gotten himself into. He's just shy of 6'0, but claims he hits the mark. His messy, nearly shoulder length hair is normally covered by his hat. His facial hair is thick enough, though very well compliments his mischievous nature. His eyes are his most unique feature, one being blue and the other green. He claims to have won the blue eye in a card game.
Backstory:
A native of Enia, Kade has traveled all over the worlds. He stays in whatever city he can make some money, be it in swindling poor farmers trying their luck in cards or snatching a coin purse from a merchant. Once he has felt he has over stayed his welcome, he travels to the next city leaving behind both new friends and enemies.
In his youth, Kade was the only son of a relatively successful merchant who liked to frequent the taverns, spending his hard spent coins on drinks, company and games. He was closer to his mother, who taught him the basic teachings. He helped around the shop and house, but never felt like his father truly cared about him.
While things went well enough most of the time, one night his drunken father took a heavy loss of coins. In a desperate attempt to win it back he offered one of the last things he owned; his son.
After losing yet again, Kade was awaken by a disheveled father who dragged his son outside his home to his new family, an older man dressed in finer clothing. Kade never got to say goodbye to his mother, who was still asleep inside.
~~
This man, Doctor Fredrick Abraham, was mysterious to say the least. Kade never learned much of his past, if he really was a doctor or not or why he took Kade under his wing. It was this man who taught Kade his first school of magic, Luck Magic. He was taught the ins and outs of various card, dice and other types of games. He learned how to count cards and how to hide one or two in his sleeves. Kade was raised and taught to do one thing; play games.
In his later teens, Fredrick was arrested by Templars. Turned out he was a Polymorphy. Kade still hasn't seen Fredrick, though he hasn't honestly been looking. Instead he has been enjoying life. He picked up two other schools of magic; Pyromancy and Typhokinesis (Smoke magic). Originally learned to help distract his targets or aid in getaways, he learned he could use these in a fight pretty effectively.

He has gotten into all sorts of trouble since Freddrick was arrested. He has worked along side and against various organizations, ranging from the Anarchists, the Troubadours and even the Templars. While he has a wide range of connections, the majority probably have a bone to pick with him. The only place he hasn't the courage to visit again is his home town.


Affiliation :
While he has encountered and has connections to many different organizations, he is traditionally a solo operative.
Personality :
A pretty charismatic and friendly man, Kade doesn't have a problem speaking with strangers. He has an easy time getting to know people and befriending them, before tricking them for some coin. He tends to be a smooth talker who doesn't let others bother his normally calm and calculated demeanor. He doesn't get too close to others for his own reasons, nor does he share much about his past. He lies frequently, though doesn't have a problem admitting it.
Skills and Talents :
Showman: Be it acting like a slobbering drunk to snatch some coins or tricking others by acting as a fortune teller, it tends to be a good way to get out of trouble or earn a few coins.
Gambling: While you can't the better of Lady Luck, Kade is an experience gambler. He knows when the odds are in his favors or when they're against it.
Sleight of Hand: When the odds aren't in his favor, he's relatively adept in being quick with his hands. He has a card or two up his sleeves that can help him out.

Schools of Magic :
Pyromancy: Able to manipulate fire.
Typhokinesis: Able to manipulate smoke. Often used to block line of sight, distract or intimate others.
Luck Magic: Able to strength or weaken his other magics. Channeling it though a pair of six sided dice, once rolled it alters the other spells he casts. Alternatively, he can use it outcome dice or card games but it can be obvious to those with a keen eye. When used on his tarot cards, various little effects happen.

Snake Eyes: The spell is nullified.
3-4: The spells effects are lessened to about half.
5-9: The spell is normal.
10-11: The spell is enhanced, but not quite doubled.
12: The spell is doubled in strength.

Gear :
Cane-Sword: A relatively nice cane which acts as a sheath of a quick blade. Helps him get a weapon into places where weapons aren't wanted.
Throwing Dagger (x2)
Pair of Dice: Used for gambling or his Luck Magic
Deck of Cards: Used for card tricks or gambling.
Deck of Tarot Cards: Used for 'fortune' telling. Effects happen when he channels luck magic into them.
Various false badges and insignia to various organizations.
Attire: A black coat with white trimming, with a formal button up shirt beneath. Black fedora.

Other :
He tends to shy away from talk of family or where he's from, though he does talk highly of his adopted father Fredrick.

Relationships :
Omen Bridger

A few months ago the two crossed paths in a coastal port town. The pirate captain made the mistake of playing cards with Kade, though Kade made the mistake of using his Luck Magic to alter the deck. After failing to sweet-talk the captain, Kade promptly filled the tavern with smoke and ran off with the gold.