Map & Compass | OOC

Finally had some time for a CS, while also screaming what a rough week!!!!. Please let me know if there's any problem.

Wjgjkkd.png

*Liberya*

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


Gender/Sex : Female


Age : Noone knows for sure, possibly around 13-18


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 briefly cover the site and provide immediate 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, not even the girl 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!
 
seungyoon-lee-_-0.jpg
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

 
seungyoon-lee-_-0.jpg
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

Royal Guard? More like... Accepted! :D
 
Finally had some time for a CS, while also screaming what a rough week!!!!. Please let me know if there's any problem.

Wjgjkkd.png

*Liberya*

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


Gender/Sex : Female


Age : Noone knows for sure, possibly around 13-18


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 briefly cover the site and provide immediate 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, not even the girl 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!
Accepted :) You can post her in the character index with the changes we talked over!
 
The IC page is up! If you still want to join, but haven't had a chance to get your character up, don't worry, you can join in as soon as your character is accepted ^^
 
Well than. This looks noice.

Did have a question though.

What does this group need in terms of character? Cheery medic man? Mercenary man or whatnot?
 
Well than. This looks noice.

Did have a question though.

What does this group need in terms of character? Cheery medic man? Mercenary man or whatnot?
I'd say go with whatever you feel like would be interesting in this world! Alternatively, you could join the discord to discuss with the others, if you preferred to have some more input :)

Also, good to see you here!
 
zADOHJK.png
Name :
Iosef vi Faust, "Van Garrett"​
Gender/Sex :
Male​
Age :
20​
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. 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 :
  • ???
  • ???
  • ???

 
[IMAGE WIP]
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

 
zADOHJK.png
Name :
Iosef vi Faust, "Van Garrett"​
Gender/Sex :
Male​
Age :
20​
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. 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 :
  • ???
  • ???
  • ???

[IMAGE WIP]
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

Nice, and nice! Looking forward to seeing Art and Ioseph in the IC :D You can post them both into the character index!
 
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Is it too late to join? This actually looks very interesting?
 

0d4hi2qa-4bb2d32c-acc1-4a05-a46d-cf44e158c558.jpg
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:
0th7UDNCNH0.jpg

Relationships : Can be discussed.
 
Last edited:
Is it too late to join? This actually looks very interesting?
I'm sorry, we closed the sign ups yesterday for newcomers who weren't already working on their CS :(
 
Ah that's fine, thanks tho :)
 
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View attachment 179989
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:
Relationships : Can be discussed.
Accepted! Toss him over to the character index :)
 
902fcdcf0eef2c2d644bf71aedd580b7.jpg

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)
 
  • Love
Reactions: Sketching101
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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)
Approved! Y'know where to put him :D
 
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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


I can't get the princess done I'm afraid so I can do only one and I'm sorry this is so late. OTL Lifen is up now!
 
Last edited by a moderator:
Dang it I missed it :( oh well
 
  • Sympathy & Compassion
Reactions: Desert Bee