Map & Compass, Pt 2 - Character Index

Sketching101

Coup de Gravy!
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Preferred Character Gender
  1. Male
Genres
Fantasy, Scifi, Mystery
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|| About Magic || World Lore || Spell Index || Character Index || IC || OOC || Part 1 || Part 2 ||

 
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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 weighs around 75 kg. He has emerald green eyes, matching the twirling birthmarks that reach from the lower part of his left cheek down to his chest.
    Background :
    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 and taken to Sunderlake Isle, a prison for polymorphs.

    On the island, the band of pirates and anarchists found unlikely allies in a princess of Enia, a renowned engineer who worked for the Templars, and a dangerous information trader, while making an enemy of the most powerful prisoner on the island, prince Addrick. At the end of the first month of their stay, Addrick proved he wasn’t one to be messed with. He kidnapped half of the party, and dropped the princess and Theo down a pit deep enough to fall down for minutes. Through some luck, and some magic, the two managed to reach the very bottom without turning into paste.

    In the strange corridor they fell into, they found their way back up to the surface, just in time to make their escape with the rest of their group. Willow and Omen managed to pick up their allies with a stolen airship, along with one of the Templars who turned away from the order. They last saw the princess and her ward on the island fighting the Templar general Thibault, and his bodyguard, Elle, a woman with the face of Elodie.
    Affiliation :
    Troubadours - Conductor (Mage), Actor/Bard
    Character Questions :
    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.

    NOTE: The answers are hypothetical situations, and should not be assumed to have actually happened!
    • You had a horrible nightmare last night where your greatest fears came to fruition. Who did you see in that dream?
    I first saw Elodie, then the Templar Elle, and Prince Thibault took her place. The nightmare has been recurring since the day we escaped from Sunderlake Isle.
    • You and Arturo Leone fell into a pit trap. Your allies are on the way to get you out of the pit, but you have a few hours before they get to you. What did you two do?
    After having checked to see if we could make our way out of the trap ourselves, we settled in for the wait. After a few minutes of pacing, I asked if he had any way to spend the time. We spent the next few hours coming up with riddles, with my riddles’ solutions getting increasingly dubious.
    • You meet Kade Bernaut for the first time sitting across you on a train ride. What do you think of them, based on their appearance and demeanor?
    A strange looking man, even among the people of Irve. However, his unkempt hair and devilish grin contrasts him a lot with the others I’ve seen wearing such elaborate clothing. Something about him unsettles me, but he seems sincere enough a man.

  • Physical Prowess :
    Since Theo preferred to dazzle with his performance on the stage rather than in battle, he nurtured his skills in acrobatics and sleights of hand, playing non-magical tricks with cards and juggling pins. He still has some martial skill with weapons like knives and bows, but no more than that of the average Troubadour.
    • Acrobatics: 5
    • Sleight of Hand: 2
    • Fine Weaponry: 2
    • Unarmed: 1
    Mental and Social Prowess:
    As a performer, Theo has grown comfortable putting on a dramatic act to gather people’s attention, even without an instrument or a stage. When fulfilling his role as a Troubadour offstage, Theo, like most of his peers, would end up being called to arbitrate conflicts between people, and sometimes even between organizations, on Ithya. Over the years, he cultivated a knack for investigating such scenes of conflict, and following the thread of logic left by the environment, and people’s accounts of what happened.
    • Performance: 5
    • Investigation: 4
    • Insight: 1

  • Schools of Magic :
    Theo learned Evocation and Metaphysic as part of his education with the Troubadours, as Evocation and Metaphysic spells were useful in the more common tasks Troubadours would do, such as helping build, or going on Search and Rescues after monster attacks on towns. On the other hand, he learned Spatial Magic to be a better performer, helping with his shows with Elodie.
    • Spatial Magic: 4
    • Evocation: 3
    • Metaphysic: 3
    Sopia :
    Active:
    Cat: Allows the polymorph to turn into a small black cat.​
    Non-Active:
    Farrow: Allows the polymorph to transform into an armored ground dwelling Farrow.​
    Spells and Aspects :
    Aspects:
    Aspect of Teleportation II

    Name:
    Aspect of Teleportation II​
    School of Magic:
    Spatial Magic​
    Expertise:
    2​
    Description:
    For spells that allows the caster to create portals or teleport using formulae as anchors, the caster can treat themselves or an object/willing being they are touching as one of the anchors.​
    Aspect of Transmutation II

    Name:
    Aspect of Transmutation II​
    School of Magic:
    Metaphysic​
    Expertise:
    2​
    Description:
    Spells that alter the physical properties of objects can be cast on willing or unconscious beings. If cast on self, the properties can be limited to parts of the body, and clothing surrounding them.​

    Spells:
    Trace Spell

    Name:
    Trace Spell​
    Expertise:
    1​
    School of Magic:
    N\A​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of the caster’s concentration​
    Description:
    The caster can trace an image in the air, leaving behind a trail of light. The traced image can be moved and temporarily imprinted (endures for 1 hour) onto surfaces by the caster.
    Restore IV
    Name:
    Restore​
    Expertise:
    4​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of concentration​
    Description:
    Within the affected area, non-magic objects rapidly trace their path and structure in space (with regards to the caster) through the past.
    Range:
    5 + [Expertise] meters​
    Area of Effect:
    Sphere with radius up to 15 + [Expertise] meters​

    Open Gateway

    Name:
    Open Gateway​
    Expertise:
    1​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Formulaic​
    Duration:
    For the duration of the caster’s concentration​
    Description:
    The caster can open a square shaped portal between two previously marked targets. Each target must have the formula of the spell drawn on it. The caster can cast the spell by pouring their magic into one of the formulae, and can maintain the portal so long as they’re concentrated.
    Range:
    Max dist. between portals is 5 * [Expertise] kilometers​
    Area of Effect:
    2 meter by 2 meter square​
    Bend Space

    Name:
    Bend Space​
    Expertise:
    3​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    Concentration up to 1 minute.​
    Description:
    Within range around the target, the caster changes the direction in which the net force of gravity applies. The direction of the force can only be changed once every 15 seconds.
    Range:
    Self​
    Area of Effect:
    Sphere with radius of 5 + [Expertise] meters​
    Alter Weight

    Name:
    Alter Weight​
    Expertise:
    4​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Formulaic​
    Duration:
    Concentration up to 1 minute.​
    Description:
    The caster can cast this spell on a non-magical surface, a willing being, or an unconscious being by drawing the formula on the target, and imbuing the spell with magic. The target of the magic becomes up to [Expertise]/2 times heavier or lighter.
    Range:
    5 * [Expertise] meters​
    Area of Effect:
    Material in-contact with the target, up to 1 + [Expertise] meters away​
    Move Object

    Name:
    Move Object​
    Expertise:
    1​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of the caster’s concentration​
    Description:
    The caster can move objects within range freely. The number of objects that can be moved at a time is equal to the caster’s Expertise. Heavier objects move more slowly. With higher expertise, casters can move heavier objects more easily. If the object is larger than the area of effect of the spell, the spell can only apply force on the part of the object within the area of effect.
    Range:
    5 + 2 * [Expertise] meters​
    Area of Effect:
    Sphere with radius of 2 * [Expertise] meters​
    Make Pliable

    Name:
    Make Pliable​
    Expertise:
    3​
    School of Magic:
    Metaphysic​
    Spell Type:
    Continuous or Ritual​
    Casting Methods:
    Formulaic​
    Duration:
    For the duration of the caster’s concentration, or 1 hour if cast as a ritual​
    Description:
    The caster can cast this spell on a non-magical surface by drawing the formula on the target, and imbuing the spell with magic. The target of the magic becomes more flexible and pliable. This spell can be cast as a continuous spell, or as a ritual spell. If it’s cast as a ritual spell, the casting takes a minute.
    Range:
    10 * [Expertise] meters​
    Area of Effect:
    Material in-contact with the target, up to 1 + [Expertise] meters away​
    Make Rigid

    Name:
    Make Rigid​
    Expertise:
    1​
    School of Magic:
    Metaphysic​
    Spell Type:
    Continuous or Ritual​
    Casting Methods:
    Formulaic​
    Duration:
    For the duration of the caster’s concentration, or 1 hour if cast as a ritual​
    Description:
    The caster can cast this spell on a non-magical surface by drawing the formula on the target, and imbuing the spell with magic. The target of the spell becomes rigid, and also difficult to destroy or damage. This spell can be cast as a continuous spell, or as a ritual spell. If it’s cast as a ritual spell, the casting takes a minute.
    Range:
    10 * [Expertise] meters​
    Area of Effect:
    Material in-contact with the target, up to 1 + [Expertise] meters away​


  • Gear :
    A short, enchanted baton-like wooden staff that follows him around everywhere, a pair of cracked rectangular glasses, a notebook and pen, lute, and a dark red cloak with magic formulae inside.​
    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.

    Theme Music :

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  • Name: Captain 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. Half of his hair is shaved down to the skin, while the other side is long and an odd grey/black 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.

    Background:

    Born in the slums of Montacier, the major 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.

    The following weeks he was transported alongside other Polymorphs. The only truly friendly face was Sasha, though he soon found himself with some of the others. They came at odds with another imprisoned Polymorph, Addrick, who promptly kidnapped Omen and others in his group. After a brief fight with a mage and some suits of armor, Omen and Willow eventually hijacked an airship that belonged to some Templars. Heading back to the prison to rescue the remainder of their group, they managed to successfully escape from the isle.


    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.

    Character Questions :
    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.

    You had a horrible nightmare last night where your greatest fears came to fruition. Who did you see in that dream?
    The dream is always the same. I'm alone beneath the waves, though there are voices all around me. Singing a hymn, though I have never made out the words.
    I float down; deeper and deeper in a lifeless state, unable to swim to the surface. When I was young the sun was always in reach and the dream terrified me. As I've grown older I've sunk deeper. The more
    that I accept the dream, the less it scares me and the more I see. Now the hymns are accompanied by grasping hands and tentacles that pull me to the ocean floor faster.

    While you were travelling in the kingdom of Aepia, a wounded rebel soldier pleaded for you to hide them. You knew that a kingdom patrol was about to come by this route, and if they saw you helping the rebel, you could be arrested as well. What did you do?
    I have no love for kingdoms, nor the men who vive to keep illegitimate kings in places of power. I'd help the soldier, and take down any kingsmen that'd try and stop me.



  • Physical Prowess :
    Heavy Weaponry: 5
    A capable fighter who prefers fighting with his blade and fists. He utilizes his strength and size to deliver heavy, though precise blows.
    Stealth: 2
    When a straight fight isn't practical, he relies on getting the jump on others. Couple that with wearing little to-no armor, he is rather quiet
    Acrobatics: 2

    Somewhat agile, it allows him to maneuver well on a ship and in a fight.
    Unarmed: 1
    Good enough to hold himself in a bar brawl, though his technique is too sloppy to go against anyone particularly skilled.



    Mental and Social Prowess:
    Intimidation: 5
    Coupling his stature and his menacing reputation, Omen is certainly an intimidating figure.
    Perception: 2
    Years as a pirate captain and active rebel soldier has given Omen a somewhat perceptive gaze.
    Insight: 2
    Able to some-what read people, though a skilled silver-tongue could easily convince him.
    Deception: 1

    While not a frequent liar, he hides information well behind a neutral glare.




  • Schools of Magic :
    Evocation: Hydromancy: 5
    His proficient and only school of magic, he specializes in water magic. He primarily uses it offensively, though it has its 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.


    Spells and Aspects :

    • Name:
      Evoke Water​
      Expertise:
      5​
      School of Magic:
      Evocation​
      Spell Type:
      Continuous​
      Casting Methods:
      Somatic​
      Duration:
      For the duration of the caster’s concentration​
      Description:
      The caster can manipulate water within range. The movement of the water depends on the user movements.
      Range:
      5 + 2 * [Expertise] meters
      Area of Effect:
      Sphere with radius of 2 * [Expertise] meters

    • Name:
      Control Water Temperature​
      Expertise:
      2​
      School of Magic:
      Evocation​
      Spell Type:
      Continuous​
      Casting Methods:
      Somatic​
      Duration:
      For the duration of the caster’s concentration​
      Description:
      The caster can manipulate the temperature of the water within range.
      Range:
      5 + 2 * [Expertise] meters
      Area of Effect:
      Sphere with radius of 2 * [Expertise] meters

    • Name:
      Create Fog
      Expertise:
      3
      School of Magic:
      Evocation
      Spell Type:
      Concentration or Ritual
      Casting Methods:
      Verbal and Somatic
      Duration:
      Concentration Based- Roughly an hour or until lost concentration
      Ritual Based- Roughly three to four hours.
      Description:
      Able to create an area surrounded in fog. The concentration spell allows him to shroud a 20 foot area around him that he is able to move and control in a 25 foot range. A ritual spell allows him to create a large cloud of fog that is able to cover an entire ship, though he isn't about to control it.






  • Gear :
    Cutlass Sword and two daggers
    A strange curved blade, specializing in cutting. If used as a stabbing weapon, has hooked lips to cause extra rending damage.
    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 chain-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.


    Other :
    Color Code: #0077be

    Relationships :)
    Sasha
    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.
    Theo and Willow
    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.



 
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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. Her back has 7 thin scars on it. In addition she has several tattoos on her body she can use with her magic: One knife on both arms, a solid black circle on her left palm, a lockpick behind her right ear, and a rope that wraps around her right leg.


    Background :
    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 close to her siblings, her oldest sister Elena and her older brother Peter. The three were constantly getting into mischief much to the chagrin of their parents. Sasha's parents had a reputation for training small groups of 2-3 people in espionage. They units they trained were dubbed "Petrovna Units." They were known not only for their relatively high success rate, but also their loyalty to the cause. These units were specialized in gathering and planting information, and the occasional assassination. It was the kind of job where if everything went according to plan, then you were in no danger. But making a mistake and getting caught in enemy territory was essentially a death sentence.

    Sasha and her siblings were trained as one of these "Petrovna Units." At first, she found the work exciting, as it always gave her something to do. As the years passed though, she soon found her routine monotonous. Since a successful mission meant that you didn't have to fight anyone, she soon became bored. She longed to leave to leave for a more exciting life. She also tired of her parents' constant preaching about sacrificing herself for the future of Aepia and their controlling nature. Although Elena and Peter understood her need for more excitement and would happily play pranks with her, both them were fiercely loyal to their parents and the army. She attempted to desert once when she was 14. She was caught by her siblings in a little over a week. Her father was furious and gave her ten lashes. However, her mother stopped him after 7. Not because she was worried or felt bad for her, but because she didn't want her to be too injured to work.

    When she was 17, Sasha and her siblings made a mistake on a mission and were caught on their way out of an enemy camp. Although Sasha managed to escape, both of her siblings were killed. Realizing there was nothing left tying her to her parents and Aepian cause, instead of returning, 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 (former)
    The Galley of the Drowned


    Personality and Character Questions :
    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. She has a hard time listening to directions and gets distracted easily. She can also be rather impulsive. She has a strong dislike for nobility, thinking them spoiled, ignorant, and often naive. 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 did not even mourn her siblings when they died. She values her freedom above all else.

    You had a horrible nightmare last night where your greatest fears came to fruition. Who did you see in that dream?
    In Sasha's dream she sees her parents. They hold her with chains and tell her that she will never escape and fight for them for them until she dies. They control her and no matter what she does, she can't break free.​
    While you were at the tavern last night, a pair of drunk patrons knocked over your table while fighting each other. What do you do?
    Join the fight.​
    You and Omen had an argument. What was it about?
    Most of the time they argue about her not following directions. The end result was the same, so Sasha doesn't see the problem (even if it put her or others in more danger than necessary). She was just having a bit of fun.​



  • Physical Prowess :
    Fine Weaponry: 4 (specifically knives)
    Acrobatics: 3
    Sleight of Hand: 3


    Mental and Social Prowess:
    Insight: 4
    Perception: 4
    Deception: 2



  • Schools of Magic :
    Spatial: 5


    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.
    Inactive - Cat. Gives her a tail, ears, and better night vision. Allows to climb better and more quietly.


    Spells and Aspects :
    Name:
    Materialize​
    Expertise:
    5​
    School of Magic:
    Spatial (Conjuration)​
    Spell Type:
    Instant​
    Casting Methods:
    Somatic (must make contact with the drawing)​
    Duration:
    Max 2 hours​
    Description:
    Sasha's magic allows her to bring the things she draws into the real world. The drawing must be "put back" or destroyed before she can take out another. If the drawing is destroyed she can reuse the paper. Drawing do not have to be put back on the same surface they were drawn on. (For example, she can draw something on paper, take it out, and then put it back on her skin). 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. The largest object she can create is about the size of a 2x2x2ft wood crate. However, things like weight and density can affect how big of an object she can make. The size of the item is not limited by the size of the drawing. 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).​
    Range:
    Max number conjurations is 3​

    Name:
    Canvas Parade​
    Expertise:
    3​
    School of Magic:
    Spatial (Conjuration)​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    Max 1 hour​
    Description:
    Cast on a drawing of a small animal (e.g. mice, bugs, small fish), allows Sasha to conjure multiple (about 15-20) of the animals. They can be directed to move to certain locations, but don't have any intelligence of their own. At the end of the cast, they explode. The explosion of one individual isn't large but all of them together is enough to blow a sizable hole in a ship. The explosions, though small, are very loud. She mostly uses them as a distraction​
    Range:
    50 square feet.​

    Name:
    Fast Draw​
    School of Magic:
    None​
    Expertise:
    4​
    Description:
    Allows Sasha to draw very quickly.​


  • 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; rgb(255, 0, 0)


    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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8PFrQVV.png


  • Name :
    Eldhi Arc
    Gender/Sex :
    Female
    Age :
    22
    Physique :
    Eldhi stands at 160cm (5'3") tall And weighs 56kg (125lbs). She has quite toned muscles due to the rigorous training she undertook ever since a young age. She has a tanned complexion with waist-length platinum blonde hair. Like most members of the Arc martial noble house, she has a birthmark on top of her right hand, it's colored sky blue and its pattern looks like a dragon's claw clutching at her fingers. This is the birthmark of a Polymorph, but when inquired, members of the Azure House are taught to disguise it as a family crest tattoo.
    Background :
    Hailing from Enia of World Irve, Eldhi was born into House Arc, one of the many noble houses swearing fealty to the Kingdom of Enia. In particular, the Arcs were a martial folk with knightly values such as chivalry, honor, and fairness. All members of the family were expected to focus in some form of combat arts, whether martial or magical. The family put so much effort into maintaining martial discipline not just because it served their image in the eyes of royalty and noble peers, but also as a precaution in the event that their dark secret became public.

    The Arcs were Polymorphs, specifically, they inherited a draconic ancestry. This translated to them having natural affinity to the wyrm creatures. They learned draconic-type magic easier, possessed some degree of enhanced strength and endurance, and able to bond with draconic creatures. Last but not least, they also possessed the Sopia to turn into various forms of dragons, the exact shapes vary from individual to individual.

    Due to their talents and martial culture, members of House Arc had an easier time passing the strict qualifications of the Royal Academy, sporting an impressive amount of graduates. Eldhi herself was among them, succeeding as one of the top graduates of said academy. Naturally, along with other top graduates, she was offered to join the Templar Knight as commonly practiced since the last 5 years. However, Eldhi politely declined for her own reasons.

    Those reasons could be summarized as her having her eyes opened to the truth of the seemingly-idyllic society of Enia. During the course of her time at the academy, she befriended the few lowborn students talented and lucky enough to be enrolled. They provided her with a perspective that the royal family and templar knights would prefer one to blissfully ignore. How commoners were harshly persecuted just for practicing harmless magic, even if they were innocent children, how the royalty provided support for the queen of Irve, a nation that legalized slavery, and among other things. This was added to the existing notion that Polymorphs were viewed with unfounded prejudice that made Eldhi lose faith in the royal family and templar order. This was injustice, this was tyranny, this was evil.

    After graduating, she vowed upon a new goal. By her own hands, she would find a way to topple the templar order and oust the current royal family. A lofty goal perhaps, but to move a mountain, one must begin with the first pebble.
    Affiliation :
    Noble House of Arc - Member
    Royal Academy of Enia - Graduate
    Personality :
    A stalwart believer of chivalry with a strong sense of honor and justice, Eldhi behaves almost like a stereotypical knight in shining armor from storybooks. She rarely hesitates and brave enough to the point of being dauntless. She has a strong sense of comradeship and will put her life on the line if it meant defending those she deems as friends and allies. However, her strict adherence to the ways of chivalry and honor could make her come off as a hard-headed stubborn woman. Once she has set her mind on something, it would take quite a lot of effort to change her mind. She also often found herself a bit at a loss in morally-ambiguous situations such as whether to punish a thief who was stealing to just feed his family.

  • Physical Prowess :
    Trained in the martial arts ever since a young age as befitting a member of House Arc, Eldhi possesses combat skills on the level of professional soldiers. Combined with her unflinching bravery, she is able to physically and mentally go toe-to-toe with enemies, serving as a fine vanguard for her allies. Should melee combat is not an option, she's able to use a long rifle equally well. Furthermore, her decade of experience fighting using heavy weaponry and moving in heavy armor enables her to move as if those equipment weigh nothing.
    -Heavy Weaponry: 5
    -Acrobatics: 5

    Mental and Social Prowess:
    With her ability to focus on a task, whether in or out the field of battle, Eldhi can easily notice subtle changes in her environment. Furthermore, her confidence allows her to be either persuasive or intimidating when the need comes from it.
    -Perception: 4
    -Persuasion: 3
    -Intimidation: 3


  • Schools of Magic :
    Like most her noble house, Eldhi is talented in a specialized form of Spatial Magic, that is the ability to summon draconic familiars. The conjured dragons are stronger, faster and more sophisticated compared to the average familiars. Not to slouch on her own body's magical potential, Eldhi also possesses great aptitude in evocation magic, specifically those that relate to manipulating the element of ice.
    -Spatial Magic: 5
    -Evocation: 5

    Aspects :

    Name:
    Aspect of Dragonmaster V​
    School of Magic:
    Spatial Magic​
    Expertise:
    5​
    Description:
    Able to permanently maintain (up to) 2 draconic familiars. Enhances the strength, speed, and intelligence of said draconic familiars. Any magical effects experienced by the summoner is also experienced by their draconic familiars. Hastens the casting process of dragon-summoning spells.​

    Name:
    Aspect of Cryomancer V​
    School of Magic:
    Evocation​
    Expertise:
    5​
    Description:
    Able to absorb ice-based damage to heal oneself. Immune to ice-based ailments. Immune to the negative effects of extremely low temperature. Magic that allows the caster to manipulate cold or ice no longer requires concentration to be used (but are still somatic). Adversely, Increases vulnerability to fire-based damage and ailments.​


    Spells :

    Name:
    Summon Dragons V​
    Expertise:
    5​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Somatic​
    Duration:
    3 hours / number of creatures summoned​
    Description:
    The caster summons up to 10 draconic creatures friendly to the caster. The familiar's skills and expertise are equal to 2/3 of the caster (rounded up) if only 1 creature is summoned. If more than one 1 familiar is summoned, the sum of their skills and expertise would equal that value. This spell cannot be cast again until its effects disappear. The caster can communicate with the familiars through speech and gestures
    Range:
    Up to 10 (5 + Expertise) meters.​
    Combo with Aspect of Dragonmaster V:
    The first 2 summoned draconic familiars can permanently exist until destroyed, in which they must be resummoned. These two always have 2/3 of Eldhi's skills and expertise and aren't counted to the total number of creatures summoned.​

    Name:
    Cryomancy V​
    Expertise:
    5​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of the caster’s concentration​
    Description:
    The caster is able to conjure, control, and manipulate cold and ice. Application examples including but not limited to, conjuring then launching ice spikes, erupting an explosion of frigid waves on an area, launching a breath of ice beams, summoning a protective aura of frost, etc.
    Range:
    Up to 15 (5 + 2 * Expertise) meters.​
    Area of Effect:
    Sphere with radius of 10 (2 * Expertise) meters​
    Combo with Aspect of Cryomancer V:
    Able to use ice and cold magic to perform self-healing and self-curing. No longer requires concentration to maintain ice and cold spells. Inherent disadvantage when clashing against fire-based attacks.​


    Sopia :
    Active:
    yl9RRbE.jpg
    Eldhi taps into her blood's draconic ancestry and transforms into a large version of her draconic familiars. In this form, she has all the abilities expected from an adult blue dragon. Hardened scales and carapace, powerful jaws filled with steel-crushing teeth, flight-capable wings, and last but not least, a frigid ice breath attack. She maintains her mental faculty in this form. On the flipside, such drastic transformation tires her quickly and as she is, can't maintain the form for long before she's forced to revert back, exhausted. This type of dragon is also vulnerable to fire-based attacks.

  • Gear :
    -Reinforced Mithril Longsword: Eldhi's signature longsword. It possesses a bluish-sheen to it from the forging process. It is capable of serving as a fine weapon for the knightly noble warrior.
    -Reinforced Mithril Kite Shield: Eldhi's main tool of defense. The kite shield is capable of blocking blows and deflecting projectiles. It has some offensive uses in the form of bashing an enemy with it.
    -Magitek Long Rifle: Eldhi's ranged weapon. It is a long rifle capable of firing magical bullets through magic-powered mechanisms, forgoing the use of gunpowder and reloading. However, it needs time to to recharge itself after use.
    -Plate Armor: Eldhi's set of plated armor, both protective and flexible to move in.
    Other :
    Color Code: #94dfff

 
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Winona Sera Nito.jpg
  • Name :
    Winona Sera Nito
    Gender/Sex :
    Female
    Age :
    Fourteen years old
    Physique :
    Winona is, compared to those within her age group, remarkably ordinary when it comes to physique. Standing at a petite 1.53m and weighing in at a “whopping43kg. She is scrawny, overall less intimidating than a weighty dumbbell in terms of mass, and the only peculiar feature dotting her appearance is hidden beneath her clothing; a black tattoo comparable to a Rorschach inkblot centered on her navel.
    Background :
    The House of Nito, previously an esteemed cornerstone of Aepia’s nobility. The scholars and mages belonging to this House follow strict family values and strive to uphold a rich heritage dating back centuries. Believing the origin of their house dates back to the times where the Goddess Ydran walked among the Breathful. Yet, they choose to follow the teaching of Grandmaster Nito. One who, according to the scholars, was among the people that were led by Ydran to seal away the Old God.

    If one believes such tales, then Grandmaster Nito was the first to have an audience with Death and convinced Him to bestow upon him the power of Necromancy. In exchange, Nito would become an agent of Death, striving to uphold the balance of the Worlds by bringing back those who passed before their time. With this in mind, the House of Nito believes that the living and the dead alike should make every effort to uphold the balance Nito once maintained. Thus, for those of the House of Nito, there is no greater honor than being brought back from the dead through Necromancy to assist the living that called upon their aid.

    When Aepia was thrown into the fires of civil war, the House of Nito chose not to interfere, at first. However, when the ruling queen’s actions during the peace negotiations challenged the beliefs of House Nito, they severed their ancient ties to the Aepian Royalty in favor of joining the rebels. Once again, taking no side between the anarchists and statists, but aiding them both in their endeavors to overthrow the overstepping royal family. The House of Nito vowed, for as long as the bloodshed would last, they would ensure every willing rebel body would have two chances to strike down enemy forces. Once in life, and once more in death. Greatly aiding the rebels’ numbers advantage.

    At the back end of the 9th​ year of civil war, Winona Sera of the House of Nito was born amidst the death and violence of warfare. Her birth came at the cost of her stillborn twin brother. A birth that signified both life and death. An occasion deserving of both mourning and reverence. Within the House of Nito, it was as if a prophecy had come true; a child whose life was tied to death the moment she came into the world. For many, Winona was their reassurance that death begets life; strengthening their resolve to continue the fight for, in their eyes, a balanced world.

    When the House of Nito severed the ties with Aepia’s royalty almost 9 years ago, it made their mastery of Necromancy an illegal practice. Despite this, Winona was home taught for years in the schools of Spatial- and Life Magic respectively; making her a criminal in the eyes of the law. Yet, she was never told to use her art sparingly, not shielded from the horrors of the civil war. After all, the young girl’s growing talent would best be nourished by applying her art to fallen rebels.

    Those whose injuries could not be healed, whether it be due to late response or lack of ability from the rebel mages, were brought to the House of Nito. Their lifeless bodies tended to by the mages and scholars, including Winona. She would use these fallen soldiers as practice for her Necromancy. Refining her skill over the years of warfare until her Necromancy could reliably raise those who Death had claimed. From elder veterans fighting for the freedom of their people to soldiers barely older than she was. All claimed by Death himself, only to be stolen back by a teenage girl. Such a realization sparked a most unconventional idea within Winona. If she possessed the power to steal from Death himself, surely she could bargain with Him as well. She would end this civil war by following in Grandmaster Nito’s footsteps. She would set out on the most ambiguous, borderline irrational, quest to get an audience with Death himself; and make Him an offer He couldn’t refuse.
    Affiliation :
    (Noble) House of Nito – Generation's Firstborn
    Rebels of Aepia
    Personality & Character Questions :
    A carefree soul sporting a heart filled with childlike wonder. Winona, despite the state of the world she was raised in, is an endless fountain of bubbling positivity. Her biggest role model, and idol, in life is Grandmaster Nito. Winona drags his teachings everywhere she goes along with anything that could potentially be vaguely related to the man. She wholeheartedly believes that the world could and would be a better place if everybody, alive and dead, just got along a little better. On the flipside, she also believes death isn’t the end of life and there’s a great deal of honor to be found in the afterlife; which is why she has little fear of dying and lacks a proper sense of self-preservation for most dangerous scenarios.

    You had a horrible nightmare last night where your greatest fears came to fruition. Who did you see in that dream?
    "I see nobody. I am all alone in a room and then I open the door to leave, then water comes gushing in. I climb onto something to get away from the water. I try to get out through the window, but there’s water there too. Then the whole room become water too like a big sea and then the last thing I remember is a big fish eating me. Oh, and the fish is on fire!"


  • Physical Prowess :
    Though appearing scrawny, Winona is remarkably resilient thanks to the unorthodox training regime consisting of logging the largest backpack in the world around wherever she goes. She is surprisingly nimble despite carrying around half a landfill worth of junk on her back. However, that junk’s weight isn’t to be underestimated, and Winona is shockingly capable of swinging that bag around by the straps like a glorified ball-and-chain flail.
    • Acrobatics: 3
    • Sleight of Hand: 2
    • Stealth: 0
    • Heavy Weaponry: 4
    • Fine Weaponry: 1
    Mental and Social Prowess:
    Traveling the Worlds, walking in centuries-old footsteps, Winona is keen on taking in every sight with imaginative eyes; bringing along any small “treasure” that stands out along the way. Though, not particularly deductive, and inherently naïve, she’s still able to find ways to access food, drink and the occasional place to stay the night. Be it through drawing a ton of attention at once through being loud and/or cute, or by convincing a single person with a little white lie.
    • Investigation: 1
    • Perception: 3
    • Persuasion: 0
    • Deception: 2
    • Insight: 1
    • Performance: 3
  • Schools of Magic :
    Denizens of the House of Nito excel at mastering magic belonging to the schools of Spatial- and Life Magic; especially Necromancy. Yet, as is part of their beliefs, they do not practice the magic of any of the other schools. In Winona’s case, this is no different.
    • Metaphysic: 0
    • Spatial Magic: 5
    • Telepathy: 0
    • Nature Magic: 0
    • Evocation: 0
    • Life Magic: 5
    Sopia :
    Active
    :
    None

    Non-Active:
    Warren Ares Nito: Unbeknownst to Winona, she was made to consume the essence of her stillborn twin in a ritualistic scheme devised by the House of Nito upon realizing the twins were of Polymorph birth. Winona has no memory of this event and thus cannot current access this Sopia. Should she eventually, she will take on the form of a four-armed human with the physical traits of both herself and her twin brother.
    Spells and Aspects :
    Name:
    Aspect of Conjuration II​
    School of Magic:
    Spatial Magic​
    Expertise:
    2​
    Description:
    Any magical effects experienced by the summoner is also experienced by their familiars.​
    Name:
    Conjure Familiar​
    Expertise:
    3​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Formulaic​
    Duration:
    1 hour / number of creatures summoned​
    Description:
    The caster conjures up to ten magical familiars in the form of a creature friendly to the caster. The familiar’s skills and expertise are equal to half that of the caster (rounded up), if only one creature is summoned. If more than one familiar is summoned, the sum of their skills and expertise would equal that value. This spell cannot be cast again until its effects disappear. The caster can communicate with the familiars through speech.
    Range:
    Up to 5 + [Expertise] meters​


    Name:
    Arcane Continuity​
    Expertise:
    5​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Formulaic​
    Duration:
    For the duration of the caster’s concentration​
    Description:
    The caster creates an area of effect in which the duration of any allied spell becomes indefinite for as long as the spell’s effects remain within the area of effect. If a spell exceeds its normal duration it will immediately dispel upon leaving the area of effect. The amount of spells that can simultaneously be affected by Arcane Continuity is equal to half the caster’s Expertise (rounded down). This spell has a cooldown equal to the spell’s duration times the amount of spells affected within said duration.
    Range:
    Centered on caster​
    Area of Effect:
    15 + [Expertise] meters​


    Name:
    Consuming Power​
    Expertise:
    3​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Formulaic​
    Duration:
    20 + [Expertise] seconds​
    Description:
    The caster hastens the flow of time of an allied summoned or reanimated minion, greatly increasing their speed, evasiveness and casting speed (if applicable). When the spell’s effect ends, the minion dies.
    Range:
    10 + [Expertise] meters​
    Name:
    Aspect of Apparent Death V​
    School of Magic:
    Life Magic​
    Expertise:
    5​
    Description:
    Spells and aspects that only affect reanimated minions can now also affect conjured familiars (if applicable). Reanimated minions within close proximity (5 + [Expertise] meters) to one or more conjured familiars gain increased magic resistance for each conjured familiar within range.​
    Name:
    Reanimation V​
    Expertise:
    5​
    School of Magic:
    Life Magic​
    Spell Type:
    Instant or Ritual​
    Casting Methods:
    Formulaic​
    Duration:
    Up to 4 hours or 12 hours if cast as a Ritual Spell​
    Description:
    The caster reanimates a body within casting range through one of three methods;
    • Using a dead body within casting range. The reanimated minion will possess skills and expertise equal to that of the caster.

    • Using a possession that represents the minion’s soul. When summoned with a soul, the reanimated minion’s appearance will be based on how the soul remembers itself and will possess skills and expertise similar to those of said soul, but capped at the same level as the caster’s expertise in Life Magic.

    • Using a possession that represents the minion’s soul along with a vessel to represent the body. When summoned with this method the result will be similar to the second method, but with a more durable body.
    Range:
    Centered on caster​
    Area of Effect:
    Up to 15 + [Expertise] meters​


    Name:
    Avenging Wraith​
    Expertise:
    5​
    School of Magic:
    Life Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Formulaic​
    Duration:
    Up to 2 hours​
    Description:
    The caster summons the vengeful spirit from a reanimated minion, killing the minion in the process. Its skills and expertise are equal to that of the minion. It is immune to physical damage, but extremely weak to magical damage.
    Range:
    Up to 15 + [Expertise] meters​


    Name:
    Soul Trap​
    Expertise:
    2​
    School of Magic:
    Life Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Somatic​
    Duration:
    20 + [Expertise] seconds​
    Description:
    The caster marks one reanimated minion within direct line of sight. If a reanimated minion dies while affected by this spell, their soul is reclaimed in an appropriate vessel and may be used to reanimate that same minion once again.
    Range:
    30 + (1.5 x [Expertise]) meters​

    Red_MiniCS.PNG.
  • Gear :
    Personalized Training Staff
    : Winona’s “training wheels”, so to speak. Disregarding the sentimental value, this staff is effectively worthless. Made to assist children when they are learning to control their magic output, Winona has far surpassed that stage and should be more than capable to cast her spells without needing a casting tool.

    Small Idol: A crudely carved depiction of a human-like shape serving an unknown purpose.

    Pouch, the Backpack: Winona’s large travelling backpack containing everything she might need on the road and then some. Pouch’s notable contents include;
    • Diary (Author: Winona)
    • Grimoire (Author: Winona)
    • Journal (Author: Urick)
    • Nito’s Legends Vol. I (Author: Winona)
    • Nito’s Teachings Vol. I-IV (Author: - )
    • Scraps of Paper
    • An unused map of a non-existent kingdom
    • Writing tools
    • Sleeping bag
    • Clothes
    • Wooden bowl
    • Utensils
    • Canteen
    • Jar of questionable mush with a fruity smell
    • Jar of less questionable mush, a.k.a. wild honey
    • Some actual, edible rations
    • A variety of herbs
    • Half a pet cemetery worth of bones
    • A few vials containing ashes
    • A modest feather collection
    • A single, sizable, magically-preserved squid tentacle
    • A few particularly shiny stones
    • “Treasures”
    • A hefty, cast-iron skillet (added in post #69)
    Other :
    rgb(97, 189, 109)

 
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c72aa5eb5735cd9d45c3f05d18f6241a.jpg


  • 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.
    Background :

    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 / Character Questions :

    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.

    You had a wonderful dream last night where you were living the best life you want for yourself. Who did you see in that dream?
    > She sees her old nomadic tribe - friends who had passed, friends who she's never heard from again.

    While you were travelling in the kingdom of Aepia, a wounded rebel soldier pleaded for you to hide them. You knew that a kingdom patrol was about to come by this route, and if they saw you helping the rebel, you could be arrested as well. What did you do?
    > Give him aid and hide him. He is an injured man in need of help. She is not bound by any government.

    As a child, you learned that your bully, who at every turn has tried to hurt you and your friends, was secretly a polymorph. If you tell the Templars, they will arrest them. What did you do, and how do you feel about what you did after all these years?
    > She didn't turn him in. She didn't need to. If you don't help other people, it will come back to you tenfold. She does not regret it.


  • Physical Prowess :

    Acrobatics - 3
    Stealth - 2
    Fine Weaponry - 5
    Mental and Social Prowess:

    Investigation - 5
    Perception - 3
    Insight - 2


  • Gear :
    All of her things were confiscated aside from a silver necklace that came from her parents.

    Other :
    Color Code: rgb(97, 189, 109)
    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.


  • Schools of Magic :
    Spatial Magic - 5
    Metaphysic Magic - 5

    Sopia :
    Active:
    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.

    Passive:
    Feline: Allows the polymorph to completely transform themselves into an average sized cat.​

    Spells and Aspects :

    Name:
    Aspect of Weaponry III​
    School of Magic:
    Spatial Magic​
    Expertise:
    4​
    Description:
    The caster is also able to create ranged weaponry and their respective ammunition. Spells that create objects for the user can now be held and used by anyone else as long as the user permits.​

    Name:
    Aspect of Healing III​
    School of Magic:
    Metaphysic Magic​
    Expertise:
    3​
    Description:
    Healing spells are now able to affect inorganic but sentient beings. A healing spell with a range of [self] can now be casted at a range of the [Expertise] of the caster. The user can now also sense injury from a sentient being.​

    Name:
    Conjure Weaponry​
    Expertise:
    5​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Somatic​
    Duration:
    5 hours or when it is dispelled​
    Description:
    The caster is able to conjure any weapon that is familiar to them. The amount of conjured weaponry that can be made at once, excluding ammunition used, is equal to the expertise level of the caster.
    Range:
    Self | If a conjured weapon exits 5 + [Expertise] meters, it is automatically dispelled.​

    Name:
    Conjure Familiar​
    Expertise:
    3​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Formulaic​
    Duration:
    1 hour / number of creatures summoned​
    Description:
    The caster conjures up to ten magical familiars in the form of a creature friendly to the caster. The familiar’s skills and expertise are equal to half that of the caster (rounded up), if only one creature is summoned. If more than one familiar is summoned, the sum of their skills and expertise would equal that value. This spell cannot be cast again until its effects disappear. The caster can communicate with the familiars through speech.​
    Range:
    Up to 5 + [Expertise] meters​

    Name:
    Cure Wounds​
    Expertise:
    4​
    School of Magic:
    Metaphysic Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Verbal​
    Duration:
    Instantaneous​
    Description:
    A creature the caster touches is healed of the injuries that it has sustained. The level of injury that a caster is able to heal is proportional to their expertise level, as well as the length of time it takes for it to heal.
    Range:
    Self | [With Aspect of Healing III] 1 + [Expertise] meters​

    Name:
    Conjure Barrier​
    Expertise:
    3​
    School of Magic:
    Metaphysic Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For as long as the caster is in concentration​
    Description:
    The caster is able to erect a barrier that is capable of stopping both physical and magical effects. It is transparent with an occasional magical shimmer that indicates that it is there for the more perceptive.
    Range:
    2 + [Expertise] meters​
    Area of Effect:
    1 + [Expertise] meters in total length going into any direction​

 

Untitled_Artwork.jpg
(thanks so much to Sketching101 for the art!)




  • Name :

    Eric Aubel (prefers Erica)​

    Gender/Sex :

    Gender: Female

    Sex: Male​

    Age :

    22​

    Physique :

    Erica stands at 5'7", with a slender physique, slightly muscled due to her required martial training as a prince of Enia, much to her distaste, but thankfully, she makes up for that with her well-cared-for hair and skin. Despite her conflicts inside, she radiates an air of peace and comfort, carrying herself with dignity and grace as a proper person of nobility would.​

    Background :

    Erica was raised as any prince of a respected house of Enia might be. she was taught proper etiquette, and schooled thoroughly, taking an interest in magic over swordplay at a young age. She wasn't sure why, but, even as a child all the expectations placed upon her by those surrounding her felt wrong, and she couldn't place why until later in her childhood, when she began her schooling with her fellow peers of nobility. It was then she understood that it wasn't the expectations that were placed upon her that felt wrong, it was her existence as a prince. Seeing other girls around her able to live happily and comfortably as who they were made her yearn inside to be just like them... At first, she was conflicted with this feeling, knowing that her fellow nobles, and those she looked up to would not approve of this, so, she did the only thing she thought she could in this position. She hid it.

    But she didn't despair. Through the power of magic granted to her by the goddess, she would eventually fix this injustice and live happily. Where before, she had lived in confusion and discomfort, now she focused herself on one purpose and devoted herself to the studies of magic that might one day make her dream a reality. In the interim, she accepted her position in life for the time being, keeping the truth a secret, and progressing through her studies as any other prince would (albeit shirking her combat training) until she graduated, and her life took a turn she hadn't expected.

    She was selected to be the husband of a Templar Knight! How ridiculous! She wouldn't be the trophy of a knight, and especially not with the expectation that she... well... do her duty as a prince. A man. For the first time in a long while, she despaired as to what to do... But, not for long. Before the wedding was to take place, she made her escape, boarding a train, hopefully far, far away from all this prince nonsense... She'd put up with it for too long, and it was time to claim her own destiny instead of following the path fate left for her... She'd achieve her goal and capture her dream with the magic she'd learned. Little did she know that the path to her dream would be quite the bumpy one.​

    Character Questions :

    As a child, you learned that your bully, who at every turn has tried to hurt you and your friends, was secretly a polymorph. If you tell the Templars, they will arrest them. What did you do, and how do you feel about what you did after all these years?

    I kept their secret. I know what it's like to be afraid of being discovered, and It's not my place to hurt someone like that... even if they were awful to me. Would I do it again? Yes. Every time. People need compassion and understanding, not retribution.

    You had a wonderful dream last night where you were living the best life you want for yourself. Who did you see in that dream?

    I see myself... in a beautiful dress, somewhere beautiful in the perfect body I made for myself... I know someday that dream will come true, one day, it won't be a dream anymore. Just knowing that gives me the courage to keep this up.

    While you were at the tavern last night, a pair of drunk patrons knocked over your table while fighting each other. What do you do?

    I would hope I could break up the fight... though I know that isn't always possible. At the very least, I would try to see to it that if anybody was seriously hurt, I patched things up... but, being around drinking strangers makes me somewhat uncomfortable, I must admit...



  • Physical Prowess :

    Fine weaponry: 5 (bows and the rapier)

    Acrobatics: 3

    Stealth: 2​

    Mental and Social Prowess:

    Persuasion: 4

    Insight: 3

    Performance: 3​



  • Schools of Magic :

    Metaphysic: 5

    Life: 3

    Spatial: 2​

    Spells and Aspects :



    Aspects


    Name:
    Aspect of Transmutation V

    School of Magic:
    Metaphysic

    Expertise:
    5

    Description:
    Spells that alter the physical properties of objects can be cast on willing or unconscious beings. If cast on self, the properties can be limited to parts of the body, and clothing surrounding them.


    Spells


    Name:
    Transmute to Flesh

    Expertise:
    3

    School of Magic:
    Metaphysic

    Spell Type:
    Instant

    Casting Method:
    Somatic

    Duration:
    Indefinite

    Range:
    Touch

    Description:
    The caster transmutes inorganic material (soil, stone, etc) into living tissue that automatically fuses with tissue it comes into contact, transmuting into the type of material the caster wills, when applied to another creature/person. Individual must be willing/unconscious to transmute flesh.

    Tissue of any size up to a missing appendage can be created independently of another present body and still fused with that body (all limitations to the above still apply)

    The inorganic material much be touched to activate.



    Name:
    Create Homunculus

    Expertise:
    5

    School of Magic:
    Metaphysic

    Spell Type:
    Ritual (1 hour)

    Casting Method:
    Somatic/Formulaic

    Duration:
    Indefinite

    Range:
    Touch

    Description:
    The caster transmutes inorganic material into a complete organic body, exactly to the specifications the caster desires. (I.E. Specific facial structure, height, etc) The body's cells are living, just as they would be for transmute flesh, but without the aid of other spells, this is simply a body, and nothing more.

    To create a specific living body after the likeness of a living being, the caster must introduce material from the being they wish to replicate (hair, flesh, blood, etc)



    Name:
    Metamorphosis

    Expertise:

    5

    School of Magic:
    Metaphysic

    Spell Type:
    Ritual

    Casting Method:
    Somatic

    Duration:
    1 hour (can be terminated early)

    Range:
    Self

    Description:
    The caster uses nearby material in their vicinity, fusing it to their being to allow the caster to transform their body into a state of their choosing (limited to organic tissue) for a limited time. The caster's mass can multiply up to 5 times the caster's original size, with any body composition they desire. Physical abilities change according to the form the caster takes.

    Ritual time is the multiplication of caster's size x 30 seconds. So, 30/1min/1min-30/2min/2min-30



    Name:
    Transmute Material

    Expertise:

    3

    School of Magic:
    Metaphysic

    Spell Type:
    Instant

    Casting Method:
    Somatic

    Duration:
    10 minutes

    Range:
    Touch

    Description:
    The caster touches an object, changing the material it is comprised of into a different material of the same volume and shape. Mass and other aspects of the object change according to the characteristics of the Material the object is transmuted into. Multiple objects can have their Material transmuted, but for each object transmuted, the total time of all objects transmuted is reduced by half.



    Name:
    Command Homunculus

    Expertise:
    3

    School of Magic:
    Life

    Spell Type:
    Instant

    Casting Method:
    Verbal

    Duration:
    Varies

    Description:
    The caster imbues a homunculus with a small amount of magic, giving them the capacity to follow a simple command that the caster then speaks to them. The homunculus follows the command if able, then either deactivates, or returns to the caster if commanded to do so. The homunculus automatically deactivates if it cannot accomplish it's goal, travels further than 100 yards from the caster, or the caster revokes the command before it is finished (even if the homunculus is not close enough to "hear" the command)



    Name:
    Detect Life

    Expertise:
    3

    School of Magic:
    Life

    Spell type:
    Continuous

    Casting Method:
    Somatic

    Duration:
    Varies

    Range:
    100 feet (30 meters) x Expertise

    Description:
    The caster closes their eyes and sends out a pulse from their body that radiates out, reacting to any life force in range. The caster can then sense the range, direction, size, and strength of the life force, if not blocked by another spell. The spell works like a radar ping, and must continuously pulse to track a moving target. If the caster knows the specific essence of an individual they wish to track, or has a portion of their magic or life force to work with, they can specifically target and track that individual (within range) unless blocked by another spell.



    Name:
    Stasis

    Expertise:
    2

    School of Magic:
    Spatial

    Spell Type:
    Instant

    Casting Method:
    Somatic

    Duration:
    1 week (may be dispelled early)

    Range:
    Touch

    Description:
    The caster touches an object, be it organic or inorganic and pauses the passage of time for the object or a localized area on that object. The object can still be moved by outside forces (I.E. Carried to places, interacted with, and in the case of an injured area, even flexed) but effects that happen over time (aging, rusting, cellular breakdown, bloodflow, rot, etc.) do not come to pass. To apply stasis to an individual, they must be willing or unconscious. Any resistance to this spell renders it unusable (at this level of expertise.)





  • Gear :
    A pack containing her clothes, research into bodily transmutation, and various provisions, as well as a rapier at her side.

    Other :


    Color code: FFB200

    Theme Music:



 
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  • 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.
    Background :
    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 [Recently left]
    Personality / Character Questions :
    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.

    You had a wonderful dream last night where you were living the best life you want for yourself. Who did you see in that dream?
    > His sister, freely able to be herself. Alive and well.

    While you were at the tavern last night, a pair of drunk patrons knocked over your table while fighting each other. What do you do?
    > Leave. There is no need to cause any more commotion on his part.

  • Physical Prowess :
    Fine Weaponry - 5
    Heavy Weaponry - 3
    Sleight of Hand - 2
    Mental and Social Prowess:
    Persuasion - 4
    Deception - 4
    Insight - 2

  • Schools of Magic :
    Evocation - 5
    Life Magic - 5
    Sopia :
    N/A
    Spells and Aspects :



    • Name:
      Aspect of Fire IV​
      School of Magic:
      Evocation​
      Expertise:
      4​
      Description:
      Fire no longer burns the mage. Heat has no adverse effects on the mage. Magic that allows the caster to manipulate heat or fire no longer requires concentration to be used (but are still somatic).​

    • Name:
      Aspect of Draining V​
      School of Magic:
      Life Magic​
      Expertise:
      5​
      Description:
      The mage is capable of extracting magic directly from a mana-containing individual regardless of whether the target is willing or not. The mage can also transform the magic into essence that can be trapped inside a container.​

    • Name:
      Evoke Fire​
      Expertise:
      5​
      School of Magic:
      Evocation​
      Spell Type:
      Continuous​
      Casting Methods:
      Somatic​
      Duration:
      For the duration of the caster's concentration​
      Description:
      The caster can spark and manipulate fire within range. The movement of the fire depends on the caster’s movements.
      Range:
      5 + 2 * [Expertise] meters​
      Area of Effect:
      Sphere with radius of 2 * [Expertise] meters​

    • Name:
      Drain Magic​
      Expertise:
      5​
      School of Magic:
      Life Magic​
      Spell Type:
      Continuous​
      Casting Methods:
      Formulaic | 5 second startup​
      Duration:
      For as long as the caster's concentration​
      Description:
      The caster is able to drain the mana out of spells - effectively snuffing them of their effects - and, in turn, using that mana to create their own form of raw magic attack.
      Range:
      2 + [Expertise] meters​

    • Name:
      Move Object​
      Expertise:
      4​
      School of Magic:
      Evocation​
      Spell Type:
      Continuous​
      Casting Methods:
      Somatic​
      Duration:
      For the duration of the caster's concentration​
      Description:
      The caster can move objects within range freely. The number of objects that can be moved at a time is equal to the caster’s Expertise. Heavier objects move more slowly. With higher expertise, casters can move heavier objects more easily. If the object is larger than the area of effect of the spell, the spell can only apply force on the part of the object within the area of effect.
      Range:
      5 + 2 * [Expertise] meters​
      Area of Effect:
      Sphere with radius of 2 * [Expertise] meters​

    • Name:
      Force Bullet​
      Expertise:
      5​
      School of Magic:
      Evocation​
      Spell Type:
      Instant​
      Casting Methods:
      Formulaic | 4 second startup​
      Duration:
      Instantaneous​
      Description:
      The caster can launch an object within range at a speed [Expertise] x 500 km/h when it is of a small size. This effect lessens as the object grows bigger. The caster also cannot control or change the objects' course once it has been released.
      Range:
      3 + [Expertise] meters​

    • Name:
      Fire Cloak​
      Expertise:
      3​
      School of Magic:
      Evocation​
      Spell Type:
      Continuous​
      Casting Methods:
      Verbal​
      Duration:
      2 + [Expertise] minutes or until dispelled​
      Description:
      The caster is engulfed in a fiery red aura and the field around the caster becomes distorted, like staring into a heat wave. Any being that comes in contact with the heat wave experiences a sudden combustion. Living beings can be thrown back by the force of the spell.
      Range:
      Self​
      Area of Effect:
      4 + [expertise] * 5 cm​

    • Name:
      Inferno Spear​
      Expertise:
      4​
      School of Magic:
      Evocation​
      Spell Type:
      Instant | Continuous to charge up​
      Casting Methods:
      Somatic​
      Duration:
      For as long as the caster's concentration​
      Description:
      The caster can summon [Expertise] number of fire spears that can be launched at an opponent or held like a weapon. When only one is summoned, it can be superheated to the point of being able to melt metal given time.
      Range:
      1 + [Expertise] m​



  • 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 :
    (Anything else you want to mention? You can also make your own categories like this, if you want to expand on something specific, say, your character’s
    Relationships :)

 
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  • Name: Eliana Crescentia

    Gender/Sex : Female

    Age: 21

    Physique :
    Roughly standing at 5'4" and weighing in at 130lbs, Eliana has striking red-orange hair, an orange eye, with a striking figure, she is only marred by single large burn spot across the right side of her face. Fairly fit and toned, the woman also has something of a flair in her clothing choices, wearing something akin to robes, with a hat, gloves, stockings and boots. In all this produces the effect of asomewhat noble looking yet not overly flamboyant individual, hiding her nature as pugilist rather well till one pays close attention. She tends to be well articulated and expressive with all four of her arms and possesses unnaturally sharp pointy teeth.

    Background :
    Born to a Prince by the name of Alexander Crescentia and a commoner who's name was not bothered to be kept, Eliana was an "accidental" child conceived and born in Cartetoile when said Prince was going a round with the local peasant women as he was given to during his days of study at the academy he was enrolled at. Carried to term and born in good health, Eliana would have been just another bastard till the rather obvious proof she was among the Children of Ydran. Which promptly lead to her Grandfather, Duke Bonavita Crescentia, demanding his son take responsibility and the newborn babe being ripped from her mother's arms, whom was given a stipend of money in return for "noble services rendered". While a trophy child for the House her cousins and extended family would at times treat her as the bastard child she was, while at others fawning over her with praise for being an Icon of the Goddess. While her father would produce more and lawful children her own status would be largely ceremonial till her placement in a Magic Academy. Overall this prompted the girl to wear a false face and promoted a sense of defiance and disrespect within the girl who would hide it under a smile and subtle acts of revenge.

    While as with others possessing significant magical potential, Eliana was found by and large to be unable to use or control most common forms of magic and ended up losing an eye and burning herself horribly in a training accident. It was during recuperation and with the rocky family situation that she would come to meet the Templars at the hospital, with her own dislike of magic, she picked up rather quickly upon the idea of using counter magic, and her inner well of magical power to fuel her physical form. With sporadic visits, to the Templar, the young girl would transfer to another Academy that primarily aimed at this new aptitude, though less prestigious, to the disappointment of her Grandfather.

    Learning to control a magic known as "ki" and making a false glyph eye, the girl would quickly become known for her acts of deception, pugilist nature of attacking other students and surprising array of magics well suited towards defense, detection and physical assault. Becoming the star pupil of Instructor Callisto Celona the mix of praise and jealousy between her family grew, more so in regards to her step mother and in her father's words; "the Legitimate children". Her usefulness to her Grandfather increased as well as the familial bond they shared for the same reasons, being seen as a worthy investment unlike his son. Because of her perceived connection to the Goddess, Eliana is somewhat pious though it seems more for Formal reasonings.

    More leaning towards good thanks to the influence of her master Eliana would continue her study of the Martial Arts and her own magic. Developing her skills to a high level it was not long till graduation and while she expected the Templars or the Army to take her, it was with great shock that she could scarcely hide that the woman found a messenger of the highest order had been sent to transport her to the King. She would be hired as an Agent of the Crown, answering to him and him alone, a calling well beyond one of her birth and a door to future possibilities..

    Suspecting her Grandfather and Instructor of having a hand in this, she readily accepts without question. A few months later she would be entrusted with guarding an Envoy of some sort traveling by way of train. Hopefully like her previous missions this would be nearly uneventful. Then she could focus on ways to move ahead in the world.

    Affiliation :Kingdom of Enia; Agent of the Crown: Currently Bodyguard

    Character Questions :
    "Questions? Uh.. alright?"

    As a child, you learned that your bully, who at every turn has tried to hurt you and your friends, was secretly a polymorph. If you tell the Templars, they will arrest them. What did you do, and how do you feel about what you did after all these years?

    "What a strange thing to ask. Unless you give me a very good reason I would turn them in without a second thought, revenge is part of it but also most of those Polymorphs are a danger, I trust the Templar more than a heretical mage.. Though if the greater good demands it, I could ignore it for a time.."

    While you were at the tavern last night, a pair of drunk patrons knocked over your table while fighting each other. What do you do?

    "At first I may just watch, get a feel for them both while demanding compensation for my food, I could also act helpless till they catch on.. Though if I get dragged into it then I'm up for a round of fist cuffs and I promise mine will hurt more, haha."

    You had a horrible nightmare last night where your greatest fears came to fruition. Who did you see in that dream?

    "Oh boy, that would be only being able to tell the truth or looking as strong as ki makes me out to be. My usefulness would change, arguments would break out and my mother still remains a faceless nameless thing.. If I must be an item useful to others I rather it be a rose than as a demon.. Conceited? Maybe.. But still the King and people are more worthy to serve than being some assassin. Revenge is a double edged sword if not used in moderation."



  • Physical Prowess :
    Eliana is skilled at hand to hand fighting and using her four arms as if they were a natural part of her body, coordinating movements on the fly or handling multiple tasks, nimble and flexible she is a hand to hand martial artist and exceeds most of her peers. Curiously she has no training in weapons past painful fundamentals and given her looks has not attempted to rely on stealth.

    Unarmed: 5
    Acrobatics: 3
    Sleight of Hand: 2




    Mental and Social Prowess:
    Trained in the Martial arts and born a bastard, Eliana is well adapted to the intrigues of the Royal Court, quick to downplay herself or to be friendly if not flirtish. Highly perceptive of the motives of those around her she also has a slight investigative trait from her training in the ways of Ki magic and service to the Crown.

    Deception: 4
    Perception: 4
    Investigation: 2

  • Gear :
    Carries a small case on the back of her waist that contains cleaning soap, a sewing repair kit, wallet, flint and steel. At times carries a travelers pack which contains a change of clothes, some repair items for her clothing, bottle of whiskey, collapsible cup, watering skin, and oddly a small zither that contains more strings than usual that she takes some joy in playing.
    Other :
    Color Code: #FBA026
    Smile:
    1591578835739.png
    Relationships:)
    TBD​

  • Schools of Magic :

    Way of the Fist Ki Pugilist​

    Spells and Aspects :
    Name:
    Way of the Open Hand​
    School of Magic: Nature Magic
    Expertise:
    4​
    Description:
    The Way of the Open hand makes use of the Magical Energy or "Ki" within a person to allow the blows given from it to disrupt the magical effects "ki" of a foe directly or the alchemic ruins they have drawn. In short it is a physically supporting anti-magic study that specializes around the support component of the unarmed style of fighting and offers a few other support components such healing and detection.



    Name:Way of the Closed Fist
    School of Magic: Metaphysic
    Expertise:

    4​
    Description: The offensive compatriot to the way of the Open Hand, the two styles complete the Martial Art knows as Ki Fist. Infusing the body with Magical power in greatly enhances and buffs the physical offense and defense of the user, allowing for feats well beyond what a normal woman with her appearance should be capable of.

    Name:Warding Way
    School of Magic: Metaphysic
    Expertise:

    2​
    Description: Warding Way is the Defensive incantations of the Ki Fist and is used to formulate spells aimed purely at defense of ones self against elemental or spatial magics aimed at the caster and their immediate surroundings. Currently this is Eliana's weakest school of study.



    Name:
    Open Palm Closed Mind​
    Expertise:
    4​
    School of Magic:
    Nature Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    A few seconds to a few minutes with repeated impacts​
    Description:
    Taking an open palm stance, Eliana is able to disrupt spells being casted or ruin glyphs with a direct impact of an open palm, the spell works by channeling her own magical energy into another being or object to briefly disrupt external magical influences. Typically she cannot hold this form for more than a few minutes before switching to another and it is possible to disrupt her concentration. It is successful against some kinds of spells more than others.​
    Range:
    Direct Touch​
    Area of Effect:
    Direct Touch​

    Name:
    Ki's Eye​
    Expertise:
    3​
    School of Magic:
    Nature Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Formulaic, Somatic​
    Duration:
    A minute at most​
    Description:
    By focusing her ki magic into her false glass eye, Eliana can gain a form of Detect life, allowing her a perception of things around her for 20 meters. Typically this is done by opening her right eye and allowing the glyph engraved upon it to activate, giving her a form of false sight in the eye. Typically as this can be draining so she tends to keep the eye shut. In addition she could do this with a hand drawn glyph on a flat surface for a "sense" of what is around her, which tends to be more disorienting than just using her eye to "see".​
    Range:
    20 meter radius​
    Area of Effect:
    20 meter radius​


    Name:
    Hand of Still Waters​
    Expertise:
    4​
    School of Magic:
    Nature Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Somatic​
    Duration: Active healing spell
    Five second to several minutes depending on nature of wounds.​
    Description:
    By taking a meditative stance and concentrating, Eliana is able to use her magical reserves to heal her own body from physical wounds done since learning it. The amount of time needed varies wildly from a few moments for a cut to several minutes for a broken bone. Theoretically with enough concentration she could heal another but this is typically not something she likes to chance doing as it takes a close understanding of the target.​
    Range:
    Personal​
    Area of Effect:
    Personal/Touch​


    Name:
    Closed Fist Open Mind​
    Expertise:
    4​
    School of Magic:
    Metaphysic​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    Continuous spell, several minutes.​
    Description:
    The main force of her ki abilities is taking up a fighting stance and using her magical energies to fuel her physical offense and defense, while at a cost to her ability to dampen and disrupt magic, that cost often evens out with the offensive and durability power gain through the metaphysical of her offensive capability and staying power, while being less draining on her resources than the defensive and anti-magic open hand style.​
    Range:
    Physical Touch/Personal​
    Area of Effect:
    Personal/Touch​

    Name:
    Mana Wall​
    Expertise:
    2​
    School of Magic:
    Metaphysic​
    Spell Type:
    Instant​
    Casting Methods:
    Formulaic/Somatic​
    Duration:
    Typically a few seconds, can with effort be stretched out longer​
    Description:
    By making use of her glyph eye or a drawn symbol and producing a double or quad handed open palm "wall", Eliana is able to covert magical power into an non aspect aetheral wall that shines with a semi transparent prismatic glow to withstand magical attacks her normal means may not be able to, or to protect another person or thing in close proximity. Typically very draining the spell cannot be kept up for long periods of time and is more suited for a sudden defense of another during a magical attack. In principle it provides a defensive shell around Eliana that shatters when spent. Chiefly useful against elemental and spatial magic in defense of others. Theoretically it could provide a defense against gunfire but she trusts her skill with her other magic ability than this.​
    Range:
    1.5 meter​
    Area of Effect:
    1.5 meter radius​
 
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  • Name:
    Kade Bernaut, the Gambler

    Gender/Sex:
    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 hair is normally messy, though can easily style it if he plans on being around esteemed company. His facial hair can grow thick enough, though at the moment he has it trimmed and styled in a mustache. It offsets his mischievous nature, giving him a bit of a more regarded look. 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.

    Background :
    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.

    Character Questions :

    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 friendly 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.

    As a child, you learned that your bully, who at every turn has tried to hurt you and your friends, was secretly a polymorph. If you tell the Templars, they will arrest them. What did you do, and how do you feel about what you did after all these years?
    I'd gladly tell the ol' Temps' if there is coin involved. If it was simply out of the goodness of my heart I'd let the polymorph be. I try not to hold grudges.



  • Physical Prowess :
    Sleight of Hand: 5
    His most notable skill, he uses it too slyly hide cards up his sleeves and pick drunkards pockets.
    Fine Weaponry: 2
    Not the finest fighter but capable of throwing a few knives and aiming a pistol

    Mental and Social Prowess:
    Deception: 5
    A liar by trade, he can act as a drunkard or make a few coins as a faulty fortune teller. It can get him both in and out of trouble.
    Performance: 3
    When he needs to be a distraction or simply garner the attention of a potential lady-friend, he can catch a crowds eye.
    Persuasion: 2
    While he tends to be better at lying and manipulation, Kade can sway minds honestly.

  • Schools of Magic :
    Nature Magic: 5
    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.

    Evocation: 5
    Pyromancy and Typhokinesis
    Fire and smoke magic.



    Sopia :
    N/A


    Spells and Aspects :
    Name:
    Evoke Fire​
    Expertise:
    3​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of the caster’s concentration​
    Description:
    The caster can spark and manipulate fire within range. The movement of the fire depends on the caster’s movements.
    Range:
    5 + 2 * [Expertise] meters
    Area of Effect:
    Sphere with radius of 2 * [Expertise] meters

    Name:
    Aspect of Fire III​
    School of Magic:
    Evocation​
    Expertise:
    3​
    Description:
    Fire no longer burns the mage. Magic that allows the caster to manipulate heat or fire no longer requires concentration to be used (but are still somatic).
    Name:Fire Blast
    Expertise:5
    School of Magic:Evocation
    Spell Type:Instant
    Casting Methods:Verbal and Formulaic
    Duration:A few seconds.
    Description:While a fireball can be flung, a Fire Blast is emitted from the casters palm and blown outwards in a funnel shape. The imediate area is the most intense, gradually weakening the further it goes.
    Range:30 Feet
    Area of Effect:Starting at a small 4 feet then gradually growing to 15 feet.
    Name:Create Smoke
    Expertise:3
    School of Magic:Evocation
    Spell Type:Continuous
    Casting Methods:Verbal or Somatic
    Duration:Lasting until purposely dropped or until it naturally dissipates.
    Description: Able to create 20 feet of white, grey or black smoke.
    Range:30 Feet
    Name:Control Smoke
    Expertise:2
    School of Magic:Evocation
    Spell Type:Continuous
    Casting Methods:Verbal
    Duration:Concentration and sight based.
    Description: Able to control smoke.
    Range:30 Feet

    Name:Chance Magic:[
    Expertise:3
    School of Magic:Nature
    Spell Type:Ritual
    Casting Methods:Somatic or Formulaic
    Duration:As long as the manipulated spell lasts.
    Description:Used alongside other spells, his chance magic can randomly alter his own or other casters spells. A translate pair of dice are rolled in the air and the number given on them manipulates the power of the spell.
    Dice Outcomes:
    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.
    Name:Manipulate Chance:
    Expertise:1
    School of Magic:Nature Magic
    Spell Type:Instant
    Casting Methods:Somatic
    Duration:Instantly
    Description:Capable of slightly manipulate things of chance, such as non-magical dice rolls or decks of cards. Only able to be used on a specific deck or dice once every twenty seconds and allows them the user to change the outcome of a roll or what card is drawn.
    Range:Five Feet




  • 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.


    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.


    Color Code: #9932CC
 
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  • Name : Arturo Leone
    Gender/Sex : Male
    Age : 30
    Physique :
    Art is rather tall at 6'-2", but his frame is light. Life 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.
    Background :
    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 currently. Previously under contract with the Templar Knights.
    Personality & Character Questions :
    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.

    You had a wonderful dream last night where you were living the best life you want for yourself. Who did you see in that dream?
    I saw an old lover - it's been a very long while.

    While you were at the tavern last night, a pair of drunk patrons knocked over your table while fighting each other. What did you do?
    Covered in ale, I stood up to have words with the pair, but the one was so beyond wits, he couldn't even roll over, so I pulled him up in the chair and then he was calling for more ale, so I obliged and two tankards seemed to settle it.

    While you were travelling in the kingdom of Aepia, a wounded rebel soldier pleaded for you to hide them. You knew that a kingdom patrol was about to come by this route, and if they saw you helping the rebel, you could be arrested as well. What did you do?
    I stopped to listen to his pleas and stuttered through explanation that I'd no safety to offer (I didn't!). I tried to let him know about the patrol that I knew would be upon us, but he wouldn't listen. He insisted I hide him, but I couldn't (I couldn't!). I didn't want to betray a begging man, even a stranger on the other side, but...but when the patrol did come I had no choice but to tell them which way he'd gone. It was only my identification as an engineer that kept their questions short. It was all out of my hands...



  • Physical Prowess :
    Acrobatics: 5
    Sleight of Hand: 2
    Stealth: 3

    Mental and Social Prowess:
    Insight: 4
    Investigation: 4
    Persuasion: 2

  • Schools of Magic :
    Evocation: 3
    Nature Magic: 3
    Sopia :
    (active) 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.
    Spells and Aspects :
    ASPECT OF TECHNOPATHY
    Name:
    Aspect of Technopathy​
    School of Magic:
    Nature Magic​
    Expertise:
    2​
    Description:
    The mage can learn a lot simply by touching a machine (including Clockworkers) or listening to its hum - anything from what would prevent it from working to how to enhance its function. Magic that could manipulate machinery no longer requires concentration, and can affect Clockworkers as well.
    ALTER MACHINERY
    Name:
    Alter Machinery​
    Expertise:
    1​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    Duration of concentration​
    Description:
    The caster can manipulate parts of a machine, or the machine as a whole, to stop it, start it, or move it in a different way.
    Range:
    30 meters​




  • Gear :
    None save a small pocket journal. Alas, the graphite was lost.
    Other :

    Relationships :

 
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  • Name :

    Konstantin Friedrich Saxe-Altenburg
    Gender/Sex :

    Male
    Age :

    30
    Physique :

    Standing at 6'2, Konstantin has a domineering build. When standing upright, his posture is rigidly composed. His complexion is fair despite the amount of sunlight he gets from being outdoors. For his stature, he is toned and fit, not overtly muscular but certainly very athletic. He treats his diet just as strictly as he treats his training routine. His messy white-blonde locks are typically tied up. There is never a lack of opulence in the garments he wears, often a reflection of both his wealth and his status. There are several scars running down his back from old injuries that serve as a reminder of his youth.
    Background :

    Born as the only son to Lady Diana Josefine Saxe-Altenburg, the house of Saxe Altenburg was old nobility with years of prestige and esteemed legacy. However despite their reputation, spawning heirs to continue their lineage had been the most difficult struggle. Konstantin's birth was deemed a miracle for the ambitious house who sought to increase their control and power through the young boy. Raised under the tutelage of his Uncle Johann, Konstantin's childhood was strict and deprived of childhood innocence. Konstantin's memories were often accompanied by the presence of male figures, his mother rarely present in his life.​


    It was hardly an understatement to say that the Saxe-Altenburg's house was ambitious - their desire to ascend in rank and power known to many families. And thus, this had made the young boy a target of hostile enemies. There were certainly incidents that had been imprinted in his memory that will never be forgotten. He had remembered the cold words of his Uncle's coarse voice, telling him that tears would do him no good. And thus, he stifled his feelings, buried his emotions and swallowed his tongue.

    It was only natural that Konstantin joined the Academy. Much like his earlier years, his time at the Academy was mostly occupied with by studies. Not a day went by where he wasn't constantly reminded by his Uncle's letters to concentrate on his studies. While he was naturally adept, he never took his abilities for granted, only working harder and harder. His diligence didn't go unrecognized and it eventually led to an offer. Despite the early offer of becoming a Templar Knight, there was an emptiness in Konstantin's soul. But he bowed his head and followed the orders of his house. He walked through life, led by a chain of expectations. He knew little of his own dreams and hopes, merely going through the motions of what he was ordered to do.

    And thus he served as a knight, becoming quite exceptional at fighting. With the current turmoil occurring in Aepia, he has been pushed even further by his Uncle to do well. The pressure to resolve the issues would certainly reward him with recognition. But his growing irritation at the expectations that have been placed upon his shoulders have made him shirk from the intended path. There have been moments in battle where he's gained a sense of rationality - a selfish sense of self. He has seen the death, smelled the scent of blood and has seen the atrocities of war. And to repeat the scenes in his sleep has began to stir questions in his head. Was he truly going to continue his life as his Uncle's hound or break free from his birthright?​


    Affiliation :

    Templar Knight // Allied with Enia // House of Saxe-Altenburg

    Character Questions :


    You had a horrible nightmare last night where your greatest fears came to fruition. Who did you see in that dream?

    "The deaths of my mother and uncle, their corpses being eaten by spiders. I see the House of Saxe-Altenburg fallen, the flag burning in the flames. I see myself falling over the cliff, plunging into the ice and falling to my doom, becoming the inevitable end of my lineage."

    While you were at the tavern last night, a pair of drunk patrons knocked over your table while fighting each other. What do you do?

    "Let them fight, I don't care. I'll walk away, none of my business."

    While you were travelling in the kingdom of Aepia, a wounded rebel soldier pleaded for you to hide them. You knew that a kingdom patrol was about to come by this route, and if they saw you helping the rebel, you could be arrested as well. What did you do?

    "I..." Konstantin paused. The natural thing would've been to say he would've kicked the rebel soldier out to fend for himself, a heartless decision that would most likely be supported by his Uncle. And yet, there was second thought, a begrudgingly warmth that told him to do otherwise. "I would help him, we would run for our lives. He better at least," he muttered, a slight wry smile faintly etched on his features.


  • Physical Prowess :

    Stealth - 2
    Heavy Weaponry - 5
    Fine Weaponry - 3

    Mental and Social Prowess:

    Perception - 4
    Persuasion - 4
    Intimidation - 2

  • Schools of Magic :

    Life Magic : 5
    Evocation Magic: 5
    Sopia :
    N/A
    Spells and Aspects :

    Name:
    Spectral Constructs
    School of Magic
    Life Magic
    Expertise:
    5
    Spell Type:
    Instant
    Casting Methods:
    Formulaic
    Duration:
    Varies
    Description:
    Temporarily materializes their magic physically.This allows magic to be made into a shield, a large sword, chains, etc which can be controlled without holding them. The most that can be made at a time would be two items and they can not be larger than Konstantin's ability to hold them.
    Range:
    Up to 5 + [Expertise] meters
    Name:
    Force Bullet
    Expertise:
    5
    School of Magic:
    Evocation
    Spell Type:
    Instant
    Casting Methods:
    Formulaic | 4 second startup
    Duration:
    Instantaneous
    Description:
    The caster can launch an object within range at a speed [Expertise] x 500 km/h when it is of a small size. This effect lessens as the object grows bigger. The caster also cannot control or change the objects' course once it has been released.
    Range:
    3 + [Expertise] meters
    Name:
    Evoke Fire
    Expertise:
    3
    School of Magic:
    Evocation
    Spell Type:
    Continuous
    Casting Methods:
    Somatic
    Duration:
    For the duration of the caster’s concentration
    Description:
    The caster can spark and manipulate fire within range. The movement of the fire depends on the caster’s movements.
    Range:
    5 + 2 * [Expertise] meters
    Area of Effect:
    Sphere with radius of 2 * [Expertise] meters
    Name:
    Aspect of Draining V
    School of Magic:
    Life Magic
    Expertise:
    5
    Description:
    The mage is capable of extracting magic directly from a mana-containing individual regardless of whether the target is willing or not. The mage can also transform the magic into essence that can be trapped inside a container.
    Name:
    Aspect of Fire III
    School of Magic:
    Evocation
    Expertise:
    3
    Description:
    Fire no longer burns the mage. Magic that allows the caster to manipulate heat or fire no longer requires concentration to be used (but are still somatic).


  • Gear :
    He always carries his sword with him (it has his house crest on the blade handle) and he also always wears his gauntlets. He has a belt that also carries smaller items like knives, medicinal herbs and vials.

    Other :
    N/A​
    Relationships : TBA

 
Last edited:
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  • Name : Revan

    Gender/Sex : Male

    Age : 28

    Physique :
    An imposing figure standing at an impressive 7' 2" even for his people, Revan sticks out much like a sore thumb when in a crowd. To back his height, he is as physically bulky as he is tall, weighing in at 287 lbs of almost pure muscle. He does not often wear clothes that fully cover him, evident from the numerous scars and tattoos that mark his tanned skin, preferring light clothing that doesn't impede his movement. His hands and feet end in sharp claws that could easily rend flesh and light armor alike when paired with his natural strength. Atop his head and surrounded by a long and wild mane of dark hair stand two soft ears, and behind him trail three fluffy tails. Truly a beast among men, a real beastman.

    Background :
    Revan grew up just like any other member of his tribe, trained for combat and hunting. He quickly learned the hierarchy of his people and excelled beyond his peers to become a shining example of a beastman. Perhaps it was that he was the son of the chief, or that he was simply that strong-willed and gifted, but Revan knew that his place would inevitably be as his tribe's chief. Eventually, he was right, but... not how he had anticipated to be. His father had died on a hunting trip, and by the reports of those who survived, not by the claw of any of the plains beasts, but rather he had been struck down by one of the civilized folk... some of the other hunters had been killed or captured as well, and he had to wonder why... His people had never had any conflict with the denizens of this land, and in fact had made a concerted effort to avoid them. So, as he took his place as chief, confusion and anger against these cowardly soft creatures welled up inside him.

    It didn't take long for he himself to meet the group of humans that had slain his father, and in a bloody battle, he unleashed his rage, easily tearing apart a group of the cowardly cretins... but his rage got the best of him, and the sheer number and advantage these individuals had was far too much for one beastman, no matter how strong to resist. He was subdued by strange magic, and stolen away from his people and home. Chained up just like a dog, he awaited what would befall him as these cowards shipped him to a far off and unfamiliar land... Apparently, it was their plan to take advantage of his considerable power and skill for their own gain... these individuals saw his people as nothing more than a commodity that could be captured and sold for labor.

    And sold he was. He ended up in the hands and at the mercy of a rather ruthless crime boss, reduced to nothing more than muscle to perform whatever illicit tasks his "master" ordered of him. A proud beastman reduced to nothing more than a servant to a disgusting man like this... one day this man would feel the wrath of his teeth or claws against his throat... just one slip-up, that's all he needed... but with the strange bindings made by these men and their foul magic, he could perform no such task, no matter how much he wanted to... indeed, his only option was to serve until the opportunity to escape arrived, and he had the utmost faith it would... if not, how would he go on living like this?

    Affiliation : His tribe at home in the plains of Ithya, his "master"

    Character Questions :
    While you were at the tavern last night, a pair of drunk patrons knocked over your table while fighting each other. What do you do?
    Silly little soft creatures... They spill my food and drink in their quarrel? I'll pick the both of them up like cubs and explain to them exactly who they're messing with... hopefully they'll take the hint and make amends.

    You and Winona fell into a pit trap. Your allies are on the way to get you out of the pit, but you have a few hours before they get to you. What did you two do?

    A pit trap that even I could not escape? It must be quite dangerous... first I shall tend to the child and make sure she is alright, then I will regale her with stories of my adventures on the plains... children love stories, right?

    You had a wonderful dream last night where you were living the best life you want for yourself. Who did you see in that dream?
    What a silly question... would it surprise you to know I dreamed of being back home again, on the hunt with my brothers and sisters on the plains?


  • Physical Prowess :
    Acrobatics: 5
    Unarmed combat: 5

    Mental and Social Prowess:
    Perception: 5
    Intimidation: 5

  • Schools of Magic :
    Nature Magic: 5
    Evocation: 2
    Spells and Aspects :

    Aspects:


    Spells:


    Name:
    Beast Incarnation​
    Expertise:
    5​
    School of Magic:
    Nature Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Formulaic​
    Duration:
    N/A​
    Range:
    Self​
    Description:
    The caster calls upon the magic within themselves, using the tattoo on their body to call upon their beast power, changing into their beast form. This form varies from individual to individual, but is only accessible by individuals who actually possess a "beast half" (such as beastmen) The transformation ends when the caster goes unconscious, or dispels the spell.

    When cast by Revan, his form changes into a fearsome and mighty wolf-like beast, twice the size of a horse.​

    Name:
    Overgrowth​
    Expertise:
    5​
    School of Magic:
    Nature Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Somatic​
    Duration:
    Indefinite​
    Range:
    20 feet x (expertise)​
    Description:
    The caster focuses on a location within the allowed range where plant growth is possible (I.E. on a surface) and causes a surge of natural magic, forcing the growth of a plant of the caster's choosing on that location. Direction and strength of the plant's growth can be directed with focus, resulting in interesting shapes and sizes of plant life.

    Already existing plants can also be affected by this spell.​

    Name:
    Evoke Energy Construct​
    Expertise:
    2​
    School of Magic:
    Evocation​
    Spell Type:
    Instant​
    Casting Methods:
    Somatic​
    Duration:
    N/A, dispels after contact​
    Range:
    100 ft x Expertise​
    Description:
    The caster summons an energy construct whose size and strength depends on the user's expertise, which is then fired in a direction of the caster's choosing, whereupon impact, after the force of the construct's impact is absorbed, it dissipates.

    (Note: At the time of writing, Revan's constructs are limited to the size and force of an arrow, and that is usually what he summons)​


  • Gear :
    Nothing of note, aside from his clothing and the bindings that force him to obey his "master"

    Other :
    Color code: EA0032

    Theme Music:

 
zQxGjqn.png


  • Name :
    Anthea Ferreira​

    Gender/Sex :
    Female​

    Age :
    32​

    Physique :
    Anthea stands tall at a solid 210 centimeter (~6 feet, 10 inch), and is fairly slender at 84 kilogram (~185 pound). The rest is as shown in the image below, attire included.
    vcsg9Wx.png
    Image source is the character Lennah, from the series Grandblue Fantasy.

    Background :
    Anthea was born into the royal family of Enia, although she ended up being only 176th in line, so she never paid much attention to it. Even so, she had the luxury of being taught magic and other subjects from early in her life. After encountering a Clockworker at a young age, she became highly intrigued by the magic and technology running them. As she grew older, the subject managed to keep being of interest, and she started to pester any teacher and professor she met with questions about their mechanics, about the magickfuel they ran on, or about the level of sentience they displayed. Her inquisitive mind and aptitude towards learning made her an example student, yet she was lacking in social abilities. Her complete disregard towards high society events and unwillingness to adhere to some customs made her quite an outcast, but she only truly upset her family when she mentioned that she had no intention to return to the family estate or to marry some nobleman, and instead wanted to pursue new research by joining the Templars.

    Anthea wouldn't have gotten to join the Templars based on her magic ability alone, but combined with her royal blood and promising academic skills, she was allowed into their ranks. Multiple years of struggling followed. Her research into military usage for of Clockworkers met dead end after dead end, as their level of sentience didn't seem to meet the standards required for more intricate military combat. The next logical step was more research into enhancing their sentience, which entered into largely uncovered territories. To make matters worse, the most promising subjects she learned about were often dismantled before she could get her hands on them. That said, she did enjoy sufficient backing from her fellow Templars, even running her own workshop with a dozen men and women working under her to aid her research. The most prominent project they were working on was the creation of a Clockworker from scratch. Once again, the project ended in failure, although they were able to gather some promising data from the process itself. This included obtaining new information with regards to the limits of what they could build, which was exactly the type of thing that allowed them to see new patterns and lines between the average machine and a Clockworker.

    One of the most impactful events in her life was an assassination attempt in bright daylight. She was working on the inner machinery of a broken-down Clockworker, so focussed that she didn't pay any heed to her surroundings. She suddenly felt a sharp pain, as a short-sword had been rammed straight through her back, barely missing her vitals. Luckily enough, the assailant didn't notice that their attack hadn't been deadly, and quickly ran off to avoid being caught by Anthea's crew or by the Templar guards. Anthea took quite some time to fully recover from it, even with magic involved to heal her. Even more damaging was the eroding of trust. With how strictly the workshop had been guarded, the assassination attempt had to have been an inside job. Sadly enough, they never found out whom was behind the attack, nor did they find out what their motive might have been. The result slowly started to have negative impact on her ability to focus on her work. Despite taking up some self-defence classes and starting to carry concealed weapons for that purpose, she was unable to shake off the constantly looming threat that someone would try to finish what they started.

    Eventually, this lead her to start developing some machinery of her own, hoping to be more capable of defending herself and hoping to have something that could put her mind at ease. She eventually managed to balance out effectiveness and size, creating relatively small, flying Pseudo-Clockworkers that she called drones. Sadly enough, these developments didn't put her mind at ease. Eventually, she decided to take a break, requesting the freedom to travel for a bit. When that was denied, she was quick to come up with the excuse that she wanted to find a former scientist to ask for his opinion on various technologies. She barely knew the man, but the excuse worked, and she soon set out to find him. The only problem was that she now needed to bring back some actual results.​

    Affiliation :
    She's a Clockworker researcher among the Templars.​

    Character Questions :
    You had a wonderful dream last night where you were living the best life you want for yourself. Who did you see in that dream?​

    Countless of students and fellow professors, all coming to listen to my lecture on the latest breakthrough discoveries with regards to Clockworker sentience.

    You had a horrible nightmare last night where your greatest fears came to fruition. Who did you see in that dream?​

    An unidentifiable person, like someone cloaked in shadows, coming at me with a drawn short-sword. Ready to finish what they started.

    While you were at the tavern last night, a pair of drunk patrons knocked over your table while fighting each other. What do you do?​

    Get up and leave, sincerely regretting the stupid decision to go to a tavern in the first place.

    You and Winona had an argument. What was it about?​

    Somehow, trying to convince the kid that a potentially dangerous crystalline plant wasn't an interesting 'treasure' to bring along escalated into an actual argument. My own lack of pedagogical skills is probably to blame.

    You and Revan fell into a pit trap. Your allies are on the way to get you out of the pit, but you have a few hours before they get to you. What did you two do?​

    I was trying to balance a mixture of intrigue and worry, after being stuck with such a fearsome and manly looking warrior. To that extend, I'd probably have stayed awkwardly silent for the entirety of the duration, if it wasn't for the fact that he spoke up first. After that, we had a fairly casual chat.

    You meet Sasha for the first time sitting across you on a train ride. What do you think of them, based on their appearance and demeanour?​

    She looks as pretty as she looks dangerous. However, her inability to sit still for a moment is slightly getting on my nerves. I'm also starting to wonder what would happen if I left her alone with my luggage for a second. Probably nothing good.

    While you were travelling in the kingdom of Aepia, a wounded rebel soldier pleaded for you to hide them. You knew that a kingdom patrol was about to come by this route, and if they saw you helping the rebel, you could be arrested as well. What did you do?​

    The kingdom of Aepia is nothing compared to our glorious kingdom, so I wouldn't fear their forces. Considering they are likely to execute rebels, I'd hire the man as a servant for the workshop, so that he may still be useful. If the patrol were to object, I'd convince them that letting this rebel work for me is easier than killing him, and if they don't listen to reason, I'd warn them about the wrath of the Templars.

    As a child, you learned that your bully, who at every turn has tried to hurt you and your friends, was secretly a polymorph. If you tell the Templars, they will arrest them. What did you do, and how do you feel about what you did after all these years?​

    I would set out with some of my fellow Templars to arrest him myself, although I would try to abstain from letting old grudges cloud my judgement. That said, if they were to ask me for my opinion on his judgement, I'd likely be inclined towards the harsher options. Then again, it would also be interesting to see if I could get him to work for me. It'd be a better fate than dying, at the very least.

  • Physical Prowess :
    • Acrobatics : 2
      She is capable of moving around with a certain level of grace and elegance, made practical by years of swiftly navigating through messy and cramped workshops, including that of her own.
    • Sleight of Hand : 4
      Having worked with machinery for long, including fine-tuning the smallest parts, she's gotten highly trained motor skills and a good hand-eye coordination. She mainly lacks experience with the various 'other' usages of such skills.
    • Stealth : 0
      It's more difficult not to see or hear her coming from a mile a way.
    • Heavy Weaponry : 1
      Although she normally lets others work the heavy machinery and tools, she's not incapable of doing so herself. The staff she carries around is another testament to that. That said, she's only got the most basic of basics to work with.
    • Fine Weaponry : 3
      She's more skilled at utilizing fine tools than she is at working the heavier ones. Furthermore, after the assassination attempt, she started carrying a few hidden knives and daggers and went through some basic training for utilizing them.
    • Unarmed : 0
      Although she definitely tried to take up unarmed self-defence classes, she had next to no talent. Eventually, she gave up on it, and instead decided to carry some small weapons at all times.

    Mental and Social Prowess:
    • Investigation : 4
      Her ever-inquisitive mind and history of research made her desire to learn burn ever so strongly.
    • Perception : 3
      The start of most of her learning is the ability to pick up on anything worth learning. She tries to constantly be on the look-out for new opportunities and new things of interest.
    • Persuasion : 3
      Part of her success as a Templar researcher relied on being able to convince others that her research was valuable. As a result, she spent a considerable part of her career debating others.
    • Intimidation : 0
      Despite being tall, she probably couldn't even intimidate a mice.
    • Deception : 0
      Anthea consistently tried to abstain from relying on deception, firmly believing that having the better arguments would be enough.
    • Insight : 0
      For as inquisitive as she is, she has never entered the domain of understanding people's motives and intentions. Instead, she tries to make up for this lack of insight by inferring intention merely through investigative and perceptive abilities, with highly mixed results.
    • Performance : 0
      Anthea defaults to the usage of her intellect, having next to no experience with utilizing charisma.

  • Schools of Magic :
    Nature Magic : 5
    Anthea primarily researched nature magic in an attempt to recreate the body of a Clockworker, but was also hoping to use it in figuring out how the sentience of already living Clockworkers functioned.

    Life Magic : 5
    Anthea primarily researched life magic in an attempt to create considerable levels of sentience and 'life' in the Pseudo-Clockworkers she was making in her workshop.

    Sopia :
    N/A​

    Spells and Aspects :
    Name:
    Pseudo-Clockworkers​
    Expertise:
    5​
    School of Magic:
    Nature Magic​
    Spell Type:
    Ritual​
    Casting Methods:
    Formulaic/Somatic​
    Duration:
    Until destroyed.​
    Description:
    A combination of technopathy, magical formulas and mechanics allow for the reparation of Clockworkers and the reparation/creation of Pseudo-Clockworkers. Pseudo-Clockworkers are effectively lesser versions of Clockworkers (more often than not, they are less sturdy and less versatile, as well as entirely non-sentient).

    The variation that Anthea specializes in consists mostly of drones. These drones are around the size of a baseball, although a bit heavier in weight.
    2AavpNo.png

    ArtStation - SteamPunk Drone, Nikhil Kedige

    Name:
    Pseudo-Sentience​
    Expertise:
    5​
    School of Magic:
    Life Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Formulaic​
    Duration:
    Until stopped/destroyed.​
    Description:
    Through utilizing a special staff (see appearance image) Anthea can link all the Pseudo-Clockworkers she created and command them. This results in a mild form of 'sentience', where a Pseudo-Clockworker can be given a single task to keep repeating until further instruction. Their main difference with actual Clockworkers is the entire lack of 'thinking' and 'feeling', being little more than a complex array of formulas following instructions. Furthermore, Anthea mostly specializes in small drones.

    Range:
    She needs to be within a five meter radius to start the drone or to change its current commands, but it can function independently afterwards.​

    Name:
    Healing Drone​
    Expertise:
    3​
    School of Magic:
    Nature Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Formulaic​
    Duration:
    Until stopped/destroyed.​
    Description:A drone that has a healing effect on everyone in its immediate surroundings. She carries only one of them at a time.

    Range:
    She needs to be within a five meter radius to start the drone or to change its current commands, but it can function independently afterwards.​
    Area of Effect:
    The healing covers an [x] meter radius around the drone, where [x] is decided by the level of expertise at which the drone was crafted.​

    Name:
    Explosive Drone​
    Expertise:
    2​
    School of Magic:
    Nature Magic​
    Spell Type:
    Active​
    Casting Methods:
    Formulaic​
    Duration:
    Until stopped/destroyed.​
    Description:A drone that actively homes in on a target, exploding on impact. She carries only three of them at a time.

    Range:
    She needs to be within a five meter radius to start the drone or to change its current commands, but it can function independently afterwards.​
    Area of Effect:
    The blast covers an [x] meter radius around the drone, where [x] is decided by the level of expertise at which the drone was crafted.​

    Name:
    Scouting Drone​
    Expertise:
    2​
    School of Magic:
    Nature Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Formulaic​
    Duration:
    Until stopped/destroyed.​
    Description:A drone that is capable of transmitting sound and visuals. Anthea's staff can be used to display them. She carries only one of them at a time.

    Range:
    She needs to be within a five meter radius to start the drone or to change its current commands, but it can function independently afterwards.​
    Area of Effect:
    It can no longer transmit visuals if it goes further than 1 kilometre from Anthea's staff, and it can no longer transmit sound if it goes further than 5 kilometre.​

    Name:
    Aspect of Technopathy​
    School of Magic:
    Nature Magic​
    Expertise:
    1​
    Description:
    Allows the mage to study a machine by touch alone (including Clockworkers).​

  • Gear :
    • Technomancer's staff. A staff with an encased crystal. The crystal is linked to all of the drones employed by Anthea and serves as a way to command them.
    • Two daggers, a trio of smaller knives, all concealed.
    • A healing drone.
    • Three explosive drones.
    • A scouting drone.
    • Basic tools to repair drones.
    • A select few rare materials to use when building new drones.

    Other :
    • Color code: BA55D3.
    • For as busy as she is with technology, she loves spending time in nature in al almost equal measure. She just rarely has the time for it.
    • She actually considered trying to meet all her (half-)siblings once, but decided against it when she realized it'd take her at least a single lifetime.
    • She's really likes snacking on dried mulberries. Some suggested she might have a lifetime supply of them hidden underneath her robes.
    • One of her workers once asked her why she didn't wear more practical clothing for working in the workshop. What followed was an hour long lecture on how she managed to keep all her tools and whatnot in especially designed pockets and how it was a lot easier to move around in her attire than one would expect.
 
i6lFL02.png

Current Image Courtesy of Sketch 101

  • Name: Temperance Lindal

    Gender/Sex: Female/Female

    Age :32

    Physique :Temperance stands 1.778(~5'10). She is more wide set with both muscle and bulk weighing in at around 80 (~178lb) with a large scar across her left eye. Her complexion is dark and tired. She wears dark, dirtied, and tattered clothes with some leather patches for protection. She has manacles and any weaponry is nonleathal. Her hair is brown with blue eyes, except her left eye which is somewhat clouded due to her previous wound.

    Background :It takes an intense reason for man to hunt fellow man as if they were no different than furs. Unfortunately for Temperance, her reasons were never her own. She was born to a family of revolutionists in Aepia. She knew war and turmoil having to live with little to eat and even less to sleep under. She despised this poverty that she was forced into, but to change one's fate is not an easy feat. As it happened, her fate was about to take a turn for the worse.

    Her village was attacked, not by Aepian Royalists, but slavers. They slew her parents and forced a collar around her neck. She was always aggressive and quick to anger, so needless to say she pissed off her captor after biting his ear off. However she was forced into the life of a young laborer. She was beaten and whipped and abused, yet her spirit was surprisingly difficult to break. Or perhaps there was never anything left to break to begin with: A defect.

    She certainly was defective as far as the slavers were concerned. She was aggressive, yet compliant to an extent but any task she tried to perform she always failed at. Whether it was intentional or otherwise she was worthless as a slave. Over the years she grew to being of age. Since she was worthless to them, they decided that they would attempt to get something from her at the very least. They offered her freedom for capturing another and having them take her place. She had no choice but to agree. Her collar was enchanted. Should she not return within a month with someone, it would tighten around her neck until it snapped.

    So they tossed her out with only a set of manacles and closed the gates off to her. She wandered through Aepia wondering why she even bothered. All she had ever known was survival. All she had known was doing barely enough to get by alive. And it seemed now that even that was something she failed. As luck would have it, she wandered upon a small cottage. Inside there was only a young woman. She was perhaps the same age as Temperance.

    She quietly watched the woman. She was alone, without any companions. Temperance's hand grabbed hold of a large flat stone. She wandered inside. Temperance followed... Soon after she was dragging the woman, head freshly bandaged back to the slaver camp. She didn't feel anything for the woman. She knew everything she was about to experience. And she knew it was a terrible fate. She may have had a husband or a family, but it didn't make a difference to Temperance.

    Upon returning, the other slavers were shocked that she had managed to bring someone back. She was granted her freedom, but she didn't leave. She had nowhere to go and it seemed that man-hunting was the only thing she was capable of doing properly. For the next five years, Temperance degraded human life, finding and hunting people to turn into slaves. She earned a decent wage and picked up a few tricks to help capture people more easily. But the slaver camp was targeted by Rebelion forces. Temperance was the only person who fled as soon as the first signs of attack began. She held no allegiance to them.

    She fled to Enia, still only capable of tracking people down like a dog. Fortunately for her, Enia was always happy to accommodate new Polymorphs in their prison. The only issue was these polymorphs proved far more dangerous and capable quarry. She was forced to adapt quickly, and learned magic to increase her capabilities. She proved quite competent in Metaphysics as well as Telepathy for its dominating abilities. Not too long ago she took a train to the city hearing rumors that there may be some valuable contracts there. However, after hunting people for so long she is wondering why. Is her single life really worth more than the many others she had condemned?

    Affiliation :N/A

    Character Questions :

    • You meet Winona for the first time sitting across you on a train ride. What do you think of them, based on their appearance and demeanor?
      • "Still a child... I guess it's no surprise that she isn't as fucked up as I am. And yet I don't think I feel... anything. She's here and happy. And I wouldn't feel any different had I tied her up and taken her to the Templar..."
    • As a child, you learned that your bully, who at every turn has tried to hurt you and your friends, was secretly a polymorph. If you tell the Templars, they will arrest them. What did you do, and how do you feel about what you did after all these years?
      • "I would tell them. I might actually bring them to the Templar myself. I don't care about what they did. I don't care about the fact they are a polymorph. I'd do it because that's just... what I do."
    • While you were at the tavern last night, a pair of drunk patrons knocked over your table while fighting each other. What do you do?
      • "I could kick their asses. I could beat them within an inch of their lives and leave them strung up by their genitals from the trees. I wouldn't bother though. I've seen no good come from making a big deal out of something like that."


  • Physical Prowess :
    Heavy Weaponry: 4
    Unarmed: 3
    Acrobatics: 3

    Mental and Social Prowess:
    Investigation: 5
    Perception: 3
    Insight: 2

  • Schools of Magic :
    Metaphysics: 5
    Telepathy: 5

    Spells and Aspects :
    Deny Teleportation
    School - Metaphysics (Abjuration)
    Expertise - 3
    Casting Method - Somatic
    Spell Type - Continuous
    Duration - 5 Minutes
    Description: The user designates a target. That target is magically incapable of teleporting more than 50 feet away from the user.

    One-Way Barrier
    School - Metaphysics
    Expertise - 3
    Casting Method - Formulaic
    Casting Time - Ritual
    Duration - 24 hours
    Description - The user designates an area where anyone can enter, but only those who possess a special sigil may exit.

    Dominate Person
    School - Telepathy (Bewitching)
    Expertise - 2
    Casting Method - Verbal
    Range - 20 feet
    Spell Type - Instant
    Duration - 30 Seconds (Concentration)
    Description - The user attempts to seize control of the target's body, even if only for a moment. The control is variable depending on the willpower of the target, but it ususally can stop anyone affected in their tracks long enough to deliver a knock-out blow.

    Forced Stupor
    School - Telepathy (Bewitching)
    Expertise - 5
    Casting Method - Somatic (Touch)
    Spell Type - Instant
    Duration - 2 minutes
    Description - The target is forced into a stunned state, still awake and aware of what's happening, but simply being unable to act.


  • Gear :
    Manacles, Heavy studded baton, Bolas, Grappling hook

    Other :
    N/A (for now)
    Relationships : TBD

 
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  • Name :
    Justine “Red” Ferra

    Gender/Sex :
    Female

    Age :
    21

    Physique :
    Justine stands at 168cm (5’5”) and weighs 54kg (119lbs). She has a toned beautiful hourglass body that does have a bit more muscle mass on it. She has a pale complexion with short bluish black hair. Almost all members of the Ferra Noble House has a birthmark on their back, it is specifically a bluish purple flower. This birthmark signifies that most all of the Ferra Noble House has a distinctive lack of care of what goes on in the Kingdom. The bluish purple flower is on their crests.

    Background :
    The Lustrous and Esteemed Noble House of Ferra had a new addition to their family, which is Justine. Their territory has beautiful forests during Autumn and their mansion is specifically spectacular and homely. They pay more attention to the King and the Parliament has to say because of the Loyalty they show to the Kingdom of Enia. Their family crest has a single bluish purple flower on it. The Ferra Family has much closer ties to the Military in the Kingdom over the Templar Knights. However, they do give everyone within their family right to choose the two primarily specific factions. It’s always a toss up on whom usually joins the Templar Knights, which is mostly because of the fact almost all would rather pick the military. William Ferra is the head of the family for his guile, cunning and intuition as a General in the military. He willingly helps the Templar Knights with his own territory forces if they so wish it. Jessica is William’s wife, which is the complete opposite of her husband. She brings to the table is the kindness, gentleness and caring of what it is to be a mother.

    Justine saw her mother’s dedication in raising her and her older brother and wanting to keep their mental health intact. Jessica was determined and started to use what she learned about Ferra’s Specialty to specifically touch the mind’s of her children to calm them down. To give them the love they needed to grow up, which is all she wanted for her kids. It took two years before, Justine gained a little sister by the name of Ashley. This is where Jessica’s determination went much beyond her usual passion but she was hiding something from her children.

    Justine and her siblings noticed and had a shock to their system, which they noticed Jessica’s caring personality was deteriorating right in front of them. This happened on her seventh birthday, which she couldn’t really explain why their mother was so sickly. Justine suspected foul play or assumed something bad is happening and she couldn’t do anything. This was scary for herself, which she needed Jessica to be there for her for all time. However, what her mother told her was to be strong for her siblings, support them, and they will do the same. This is where her nickname of Red came to be, which she kept with her since it was from her own mother.

    Justine had the biggest shock of her life, the next year. It was the fact Jessica took her own life by slitting her throat. What scared her completely was the fact, William was dismissive and callous at the fact Jessica killed herself. He had a genuine smile on his face and was happy that Jessica killed herself, which he came off as a bastard in how he spoke to his children. Justine became afraid of her father after that point, since he did freak her out badly. It caused her to have terrible nightmares and her home felt much darker than it was. All the staff was terrified at what happened to Jessica and it was odd in why she did it. William knew the truth on the matter but he told them to do their necessary tasks and leave him. It was a good thing, so far they didn’t have access to the Specialty magic they wield, even though they are being trained on the subject.

    She felt so lost and helpless, which caused her to feel useless, not pretty enough, etc. Jessica the one person she loved the most was dead. It was plain as day, she took it the worse than her own siblings because they were using the emotions to train. Her attitude changed for the worse since she felt like William had something to do with what Jessica did to herself. She had wild assumptions and speculation on that specific thing. If it wasn’t for what he said to them made her really not see eye to eye with her father after that day. However, the year later on her ninth birthday basically decided to join the Royal Academy of Enia. It was because she needed something more, the emptiness she felt was ever growing in her. As well, it would take her to long to get to know her feelings towards her own father. Those feelings felt definitely negative but she will have to wait and see about them.

    The time in the Royal Academy of Enia gave her something she wanted to do, type of thing. It helped somewhat because it showed she was blowing off steam and is a bitch. The Heated Arguments she got into were with other students and certainly talking about the psychology of using certain magics. She felt about other student’s high and mighty stances was heavily negative most of the time. The one thing she accomplished on was her academic scores and the use of magic. However, she cared not for praise since she had a specific valuing herself much lower than what people saw her as. She blew up on some of the commoners within the Academy because they dared to compliment her. However, she apologized afterwards saying, no compliments will help her feel better. It shows that she was definitely troubled child while she was at the Royal Academy. She cared more about staying on the friendly side of the other nobles students and the Royal Family specifically. It was specifically because of her family’s loyalty to the King and Parliament.

    When she graduated at 19 years old, she had two specific things come up one was William’s Letter and the second was being approached by the Templar Knights. It was because she had great marks but she rather kindly declined the Templar Knights proposal to join. Only because of Family Tradition to join the Military over the Templar Knights. William’s Letter pissed her off to no end, which was the only role her father saw her in, a Wife and Mother to someone else. She thought about her feelings of her father, which caused her to have a deep-seated hatred of her own father. It has to do with her nightmare and her assumption he had something to do with Jessica killing herself. It caused her to rip up the letter and toss it in the trash afterwards, because pawning his daughter off to someone who might be like him disgusted her.

    Justine is finding ways to feel alive, no matter what, which includes working with the Templar Knights under a contract even though she refused to join them. It is only because her younger sister Ashley joined the Templar Knights. Ashley's letters, which Justine received showed to her that her little sister enjoys being somewhere William isn't and she met Anthea Ferreira whom she worked with; with a slight warning you might get a lecture from her. The reason for the fact she isn’t in her father’s military is because she would rather have her older brother Johnathan lead before she returns to Ferra Territory. Her wish is to never really see William anymore because of what she learned what he used on her. The same exact thing that her mother used to calm her but felt more evil than her mother’s. She’s a bit disgusted on her family’s magic legacy of controlling the minds of people to do what they want. However, her mother was doing it out of the kindness of her heart while her father is an utter bastard. This became the real reason she outright hated William but she still loves all the time she had with her mother. The Tradition of her family feels a bit of a gray area but her family is loyal to the Royal Family and Parliament, with all their being.

    Affiliation :
    Noble House of Ferra – Member / Middle Child
    Royal Academy of Enia – Graduate
    Contracted by the Templar Knights

    Personality and Character Questions :
    Justine have a sense of value underneath of what people see in her. Her pessimism, being a blow hard and always being an utter bitch to people. No matter who they are. The only time she truly feels alive is during combat, training or a heated argument. Her important role in life is to marry a man of significance. The topic of marriage puts her off to it because she's not really into the negative sides of it. How controlling her husband would probably be and keep her at home when she would rather be fighting. This specifically means, she's not really mother type material. The lack of a mother figure in her life is the reason why she conflicts with the idea of marriage.

    She speaks fondly of her older brother and younger sister. Her father is an entirely a different matter, she hates him. His over controlling nature and the fact he suggests things easily. She does everything her father tells her even though it's against her code system. It is obvious she enjoys the family's tradition of joining the Military of Enia Kingdom over the Templar Knights. She’s loyal to the Kingdom and its religion as long as it allows her to fight just so she can see blood on her weapon. It is a time she smiles and cleans it off satisfyingly enough.

    You had a wonderful dream last night where you were living the best life you want for yourself. Who did you see in that dream?
    It was at a celebration party after my wedding. I saw my mother Jessica, alive and well, congratulating me on the first time she saw me genuinely happy. My siblings Johnathan and my little sister Ashley chatting in the distance about the genuine smile on my face, which they were also crying too. My father William had an actual genuine smile on his face, while talking to some low ranking military grunts of his army.

    You had a horrible nightmare last night where your greatest fears came to fruition. Who did you see in that dream?
    The nightmare I constantly have is that I do what my mother exactly did to end herself. The person I think is responsible for Jessica’s killing herself is my father William, the person I hate the most. She was so full of life and constantly keeping me and my siblings in check. I am afraid of what my father would say about me dying or would he rather be over my body laughing at me for slitting my own throat. It gives me chills when he smiles and this nightmare is worse since I feel like I have no control over it.

    You meet Anthea for the first time sitting across you on a train ride. What do you think of them, based on appearance and demeanor?
    Her outfit is ridiculous and how can she walk in it. She's definitely beautiful compared to what I look like. Her demeanor shows she's definitely a Templar Knight... Hmm, Oh yeah that's right, Ashley told me she's a Clockwork researcher within the Templar Knights.

    As a child, you learned that your bully, who at every turn has tried to hurt you and your friends, was secretly a polymorph. If you tell the Templars, they will arrest them. What did you do, and how do you feel about what you did after all these years?
    I did what the Kingdom decrees, which was turn in the polymorph. I feel something I got what I wanted for all these years revenge. If they didn’t bully me, then they wouldn’t have gotten turned into the Templars. However, I do feel a bit of sympathy, I was just an easy target to bully nonetheless.



  • Physical Prowess :
    Acrobatics: 3
    Slight of Hand: 0
    Stealth: 2
    Heavy Weaponry: 4
    Fine Weaponry: 1
    Unarmed: 0


    Mental and Social Prowess:
    Perception: 2
    Intimidation: 2
    Insight: 5
    Investigation: 1


  • Schools of Magic :
    The Denizens of the Noble House of Ferra excel at mastering magic belonging to the schools of Telepathy- and Life Magic. In terms of their life magic connections is because they want to reconnect to people in their lives, which died of dire circumstances via communicating with the souls of the Dead. It never goes any further than that in their pursuit of why, it happened. Justine is no different in this affair with speaking to the souls of the dead to find out why, Jessica had died. However, she never really looks into other schools because of her focus is on what she wants and that’s closure with her mother’s spirit.
    Telepathy: 5
    Life: 5

    Aspects :
    Name:
    Aspect of Telepathic Communication V​
    School of Magic:
    Telepathy​
    Expertise:
    5​
    Description: Any spells cast on a target can increase the duration on up to [Expertise] by one extra minute.

    Name:
    Aspect of Telepathic Suggestion IV​
    School of Magic:
    Telepathy​
    Expertise:
    4​
    Description: Any spells cast on a target can increase the duration on up to [Expertise] by two extra minutes.

    Spells :
    Name:
    Telepathic Communication​
    Expertise:
    4​
    School of Magic:
    Telepathy​
    Spell Type:
    Instant​
    Casting Methods:
    Verbal​
    Duration: 10 + [Expertise] Minutes
    Description:
    Justine telepathically communicates with a single denizen, which she says their name in aloud to speak to them in their mind. This person can communicate with her, answer her and ask her questions by within their mind or speaking aloud. Telepathic Communication is what she’s most used to in using and its more comfortable for her.
    Range: Sight
    Area of Effect: Targeted
    Name:
    Telepathic Suggestion​
    Expertise:
    4​
    School of Magic:
    Telepathy​
    Spell Type:
    Instant​
    Casting Methods:
    Verbal​
    Duration: 10 + [Expertise] Minutes
    Description: Justine telepathically gives a single suggestion to one denizen, which she said their name. The list of suggestions, which she can give are, 'Calm Down,' 'Could you open this door,' 'Do you know the safe combination' and about six more non-restrictive/non-harmful included. If the person realizes what Justine is trying to do, they can consciously refuse to do it. As well, it cannot be used on targets that are already aggressive to her or would feel aggression towards her.

    Range: Sight
    Area of Effect: Targeted
    Name:
    Soul Finding​
    Expertise:
    3​
    School of Magic:
    Life​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    Varies​
    Description: Justine searches for souls living and dead. The dead souls give her their last emotion they had after their death. Living souls give what people want to do in the past, present and future. However, to shift through all the emotions she sees in living souls are too much for her.

    Range: 50 feet (15 Meters) x Expertise

    Sopia :
    N/A



  • Gear :
    The Wrathful Mithril Blade: It was handcrafted by blacksmiths within her family’s territory, which shows how wrathful she has became. It shows were the blood drips off it, which allows her to watch it intently and usually get lost in it all. There’s a Ferra Family crest on the handle, which signifies usually what her family’s military uses. The brutal look of this weapon is all the more concerning with how she acts normally.

    The Red Mithril Round Shield: This shield matches her red eyes, which is why she’s usually called Red by other people. It was crafted by blacksmiths within her family’s territory, which put the Ferra Family’s Crest in the direct center of the shield. The bluish purple flower contrasts with the color of the shield.

    The Cloak of Red: This cloak is able to change its shape and size because it was enchanted to do so. It usually able to completely cover herself so no one can really see her beautiful appearance, minus her facial features. Additionally, the cloak itself usually able to smell of beautiful flowers, which she enjoys.

    The Red Mithril Battle Armor: This armor was crafted by blacksmiths within her family’s territory. It is specifically because this is the armor for women in the Noble House of Ferra’s Military, which protects their lands. She’s very comfortable in this armor since it has her favorite color, which is Red. If anything she would rather wear armor over something not able to protect herself. Even the cloth parts of the armor have been given thin amount of an upgrade to protection.

    Carrying Waist Pouch: Got ripped off by a Merchant in Montacier. (Mentioned in post #54)
    -The Templar Knight Contract
    -Small Trinkets: Ferra Noble House identification, A small picture of her siblings and other things
    -A beautifully crafted coin purse with her family crest on it.


    Other :
    Color Code: #B7A74A
    - There’s a specific type of flower she loves, which are called Lilies of the Moon. The smell of these flowers are divine.
    - Great White Wolf of the Moon, is a story she once was told by her mother before she died. This majestic animal was controlled by Jessica, just so she could pick the Lilies of the Moon from a sacred grove in the forest.
    - She eats reasonably well, which is odd when she does eat some sweets here and now. Her Sweet Tooth is a bit picky though.
    - When you hear her sigh it means bad times ahead for whoever is involved. Her frustration is usually the cause of every little thing she is dealing with.

    Relationships :
    Anthea Ferreira - Ashley worked with her previously within the Templar Knights, as well one of the letters had a warning about getting a lecture from her. However, it didn't include how to get the lecture nor what the lecture was about.

 
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  • Name:
    Rai'jah

    Gender/Sex:
    Female

    Age:
    101 years old (young adult, in her terms)

    Physique:
    Rai's a rather unique individual to look at. First and foremost, her bottom-half is not of a human's, but somewhat of a dragon's. Long, scaled, and black, her legs are slender and toned. She's also a digitgrade, which means she walks around on her toes rather than on the soles of her feet. Each of her five-toed feet are tipped with talons meant to grip unsteady ground or viciously shred foes. Because of this, she never wears shoes-- mostly because she can never find anything that fits! Her hands share the same attributes as her legs. Ebony scales begin at her elbows and reach down to the very tips of her fingers, where they, too, are tipped with vicious claws.

    Rai also has a long, black tail that sprouts out from the base of her spine. The tail is also black in color and is tipped with an arrowhead. It bears long spines and, while they are not bony, they are very sharp and can cut through skin if struck with them. Other than that, Rai has two long, ivory horns that stem out from the crown of her head and arch slightly backwards.

    That's where Rai's beastly attributes end and her human-like ones begin. For one, she's rather tall. Standing at about 6'1, she is slender and lithe. Her hair is platinum blonde and reaches to the top of her shoulders, and her eyes are an icy blue. Her skin is also quite warm, despite her reptilian appearance.

    Rai doesn't really like wearing girly clothes. Instead, she clothes herself with things that allow her to remain comfortable and versatile. A normal shirt and some cozy trousers suit her well, along with some light plate armor. Just don't ask her to wear shoes.



    Background :
    Rai'jah hardly knew freedom.

    Her parents were forced to breed by a rather vicious individual of a seedy organization in Aepia. Dragon-tamers, they called themselves. Throughout her "brief" youth, she wondered: how could a person tame what's already been broken? She came from a fierce bloodline, one that called themselves dragons. Her people were those that could morph into wonderful, beautiful, winged beasts on a whim. They could breathe fire when they so wished. Her people were meant to soar above the clouds and explore the width of the seas, not meant to lie at the end of a chain attached to a wall.

    Rai'jah's contempt for men grew and grew. She hardly had a pleasurable moment in her life. The little interactions she had were with others of her kind that drifted her and there, to and fro, like a fleeting wind. She ate the finest meats, sat at the side of so-called powerful men... yet, deep inside, she seethed. She did not want to remain a pet to this man. And as she plotted, she heard murmurs of what was to come. They were planning on breeding her with another dragon. Someone she didn't know. Someone she never even laid eyes upon. She might have been dressed in clean clothes, fed expensive meats, and gotten drunk on the fanciest of wines, but in the end, she was still treated as if she was a bitch in heat.

    She had had enough. After years and year of suffering, she was able to escape in the midst of the night with help from a pair of humans that pitied her. And finally, after years of being told where to fly and when, the sky was hers and hers alone.


    Affiliation :
    None. If one were to ask her, she'd say "herself".

    Character Questions :
    Rai'jah is just as interesting as she looks. Crude, rude, and rather blunt, she's not afraid about making a scene if needed. Her words are daggers and her thoughts are blazing fires; she's also not afraid to open her mouth and make sure she's heard. All in all, she's a rather tough lady, and prone to drinking and having her own type of fun.

    ... but while she's trying her hardest to be seen as tough as steel, anyone with eyes can see that she still harbors some childish tendencies. Rai'jah is very much curious and nosy, often not letting people get their fair share of room. She grows wide-eyed at stories of grandeur, becomes nervous at the mention of ghosts, and even becomes grumpy when she doesn't get what she wants. Even though she's trying to appear tough, she's actually very soft-hearted deep inside. Hell, you'd probably get her to cry if you tried hard enough.


  • Physical Prowess:
    Acrobatics: 3
    Sleight of Hand: 1
    Heavy Weaponry: 2
    Fine Weaponry: 1
    Unarmed: 3

    Mental and Social Prowess:
    Insight: 1
    Perception: 2
    Intimidation: 4
    Deception: 2
    [/COLOR]

  • Schools of Magic :
    Metaphys: 5
    Telepathy: 3
    Evocation: 2


    Spells and Aspects :
    Name:
    Dragonsblood

    Expertise:

    5

    School of Magic:

    Transmutation

    Spell Type:

    Continuous

    Casting Methods:

    Formulaic

    Duration:

    30 minutes

    Range:

    Self

    Description:

    The caster taps into their bloodline, calling upon the magic that has been passed down from generations. The user turns into a dragon of decent size, about the height and length of a schoolbus. During this time, the caster maintains their normal psyche, but the form greatly saps away at her energy and thus she can only maintain it for a limited amount of time. The spell ends when Rai'jah falls unconscious, or she dispels it at will.





    Name:
    Firebreath

    Expertise:

    2

    School of Magic:
    Evocation

    Spell Type:
    Instant

    Casting Methods:
    Formulaic

    Duration:
    3-5 seconds

    Range:
    10-15 feet in length, 5 feet in width

    Description:

    The caster breaths a cone of fire in the direction they are facing. Before they cast it, they must inhale a deep breath.

    In her untransformed state, Rai'jah is able to breathe a small cone of fire that is 2 feet in length and 1/4 a foot in width.





    Name:
    Speak Unto Mind

    Expertise:
    2

    School of Magic:
    Telepathy

    Spell Type:
    Instant

    Casting Methods:
    Formulaic

    Duration:
    N/A

    Range:
    20 feet

    Description:

    The caster can send a thought to another living being's mind, provided she maintains eye contact with them. The message can be as long as she wants it to be, though it can only be one-sided.




    Name:
    Become Invisible

    Expertise:
    3

    School of Magic:
    Telepathy

    Spell Type:
    Instant

    Casting Methods:
    Formulaic

    Duration:
    Up to 10 minutes

    Description:
    The caster can choose to turn themselves, or a living/non-living thing they’re in contact with, invisible to regular sight. Anything (non-living) that being is in contact with, and stays within the spell’s area of effect, can turn invisible as well. The caster can dispel this effect at will if they targeted themselves. If the caster is hit either physically, or a spell, the invisibility wears off. Must wait 10 minutes after spell wears off to cast again.
    Range:
    Self or Touch
    Area of Effect:

    Up to 1 + [Expertise] meters cubed




  • Gear :
    - Greatsword

    - Coin purse
    - First aid kit
    - Dried meats

    - Wooden bowl and spoon


    Other :
    Rai'jah hates being ridden in her dragon form. Ask her to ride on her back, and she'll most likely bite you. She also doesn't know how to read or write. Tease her about that, and she'll also bite you. Harder this time.
 
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  • Name :
    Fa Leng Eishandar
    Sex :
    Male
    Age :
    26 years
    Physique :

    Standing at 6'8 with a barrel chest and ash-blue scales that link together so seamlessly that they look like a singular construction, Fa Leng is a Denizen with a reptilian disposition, his rectangular face taut against his skull and imposing. His expressions are reflected more in his body language, particularly in his meaty tail and arms rather than on his face, and his voice has a rumbling quality to it, consonants rolled constantly whenever he speaks. Four arms of equal size jut out from his sides, one pair positioned underneath the lower. In a resting posture, his upper arms would be folded over his chest while his lower ones rest by the side. Of note is the rotational flexibility of his upper arms, capable of swinging back almost a full 270 degrees while parallel with the ground. Less flexible, however, is Fa Leng's neck. While the two prominent horns on the top of his head do little to impede him, he has two more horns jutting out from the base of his head as well. Thus, he is unable to crane his head upwards, and when necessary to look up, relies on his tail to keep him upright as he leans his entire body backwards.

    Due to his bulky, somewhat unmanageable frame, Fa Leng prefers loose-fitting, yet durable, clothing. Leather kilts keeps him modest and a thick raincloak does enough to shield him from environmental chills. For anything else, the advantages of his body see it through. Not when hard scales and sharp claws leaves him so little choice for shoes and gloves anyhow.
    Background :

    The sun rises and falls. The seasons come and pass. The communes migrate and settle. And yet, of the one hundred year history of Ithyan’s exiles, should such perpetuity stand?

    Fa Leng Eishandar clawed his way out of his mother’s womb twenty six years ago, a divergent denizen bearing none of the traits of either parent. Four armed, scaled, and heavier than the average child in their commune, he spent his toddlerhood riotous and aggressive, running amok as he pleased. Physical labor kept him occupied for a time, but his energy appeared inexhaustible. He worked hard to eat well, and he ate well to work hard. To him, consumption and labor were one and same, and as long as he did both, he could face the next day happy, satisfied. His parents saw this as boon, and never truly questioned it. They were blessed with a child of uncommon vim and vigor, one who had willpower and strength sufficient to survive in lands as inhospitable as Ithya. What parent wouldn’t be pleased?

    Years trickled away, gradually and steadily. Fa Leng continued to work, to eat, to grow, seeing more of the world around him. A horde of multi-limbed pebbles turned the spring harvest into dust. A seven-winged drake plucked his cousin off the ground. Diseases and shortages continued to take people. There was word, word on the lips of far-travelling Troubadours that Briseterre, was finally established, that Ithya was changing, but out here, upon lands stricken day by day with small calamities and tragedies, Fa Leng couldn’t feel it. He learned what magic he could, accrued what skills he could, continued to work and work so he could eat and eat, walking with his life’s possessions on his back and in his arms. If he so much as blinked, someone he knew would be gone, gone much too swiftly for any of these ‘changes’ to do anything for them. His commune never settled for long. The sky and the earth conspired together to kill them, and they continued to walk, working to eat, eating to live.

    It wore down at him, and when Ithya took his mother, what had been fraying inside of him finally snapped. He attended to her funeral rites, wished the best of fortune to his father, and left.

    Two years elapsed in relative solitude, Fa Leng hitchhiking with other nomads and charting a path through more permanent settlements on his way to the fabled Briseterre, before springing off from there to Enia. Travel didn’t change him, not much. It only confirmed what he had already known, what had been beaten into his bones already.

    Life would be better, if he could eat even without needing to work. If he could work, and be rewarded for it with something equal in value to what he did. If he could live, not having to give what he deserved to someone who did less than himself. If he could live, selfish and free. And as it turns out, Enia was undoubtedly a much easier place to live in than Ithya. Perhaps that was just the four-armed privilege speaking though.

    Three years later, Fa Leng Eishandar, now an independent contractor of many skills, found himself in the port city of Monatcier at a crossroads again. Did he remain in Enia, where stable, if stale, work remained? Or did he take the contract to Aepia, where vicious wars and grand rewards awaited? If it had been three years past, the former would have been attractive, but now?

    That Ithyan blood was stirring within him again, and he was becoming restless.
    Affiliation :

    Former Ithyan Commune Member
    Self-Employed 'Troubleshooter'
    Character Questions :

    You had a wonderful dream last night where you were living the best life you want for yourself. Who did you see in that dream?

    My father. It would be good, yes. Good to drink with the old man. Show him my trophies, boast of my achievements, sit upon plush chairs while drinking wine from a whole other era. Eat the best of food, of course. Wonderful stuff, the sort of stuff that no sane commune member would waste their time making. Slow roasts, soft enough to melt in the mouth. Delicate pastries, like sweet clouds on the tongue. Beautiful soups, complex and clear. We would feast at my expense, until we were full.

    And then, he would leave, and I would leave, and maybe I’ll be intoxicated enough by then to think of the dead.


    As a child, you learned that your bully, who at every turn has tried to hurt you and your friends, was secretly a polymorph. If you tell the Templars, they will arrest them. What did you do, and how do you feel about what you did after all these years?

    I am not, what’s the word…a bitch. Didn’t use his polymorphy to hurt me, so I won’t use his polymorphy to hurt him. Don’t need the Templars to do what I want to do instead. And hey.

    It’s good to have a backup, isn’t it?


    You and Willow fell into a pit trap. Your allies are on the way to get you out of the pit, but you have a few hours before they get to you. What did you two do?

    Willow. We don’t talk much before, but we will now. Do you have enough time in your life, that you are willing to spend it here, in this pit, whittling it away as you become numb? I don’t. Here’s rope. I will throw you up. You will bring the rope back down. We will get out, together.

    And after that, let’s discuss how much three hours of your time was worth. In coinage.


  • Physical Prowess :

    Acrobatics: 2
    Sleight of Hand: 3
    Unarmed: 5
    Mental and Social Prowess:

    Perception: 2
    Intimidation: 3
    Insight: 3
    Performance: 2

  • Schools of Magic :

    Metaphysics: 4
    Evocation: 2
    Spells and Aspects :

    Name:
    Empower​
    Expertise:
    5​
    School of Magic:
    Metaphysics​
    Spell Type:
    Instant​
    Casting Methods:
    Verbal​
    Duration:
    10 Minutes​
    Description:
    Reinforces the caster with metaphysical energy, improving strength, speed, and durability by (Expertise/5) x 100%. By reducing duration to 10 Seconds, improve strength, speed, and durability by (Expertise x 5) x 100% instead.
    Range:
    Self​
    Area of Effect:
    Targeted​
    Cooldown:
    1 Minute/5 Minutes​

    Name:
    Conjure Shell​
    Expertise:
    2​
    School of Magic:
    Metaphysics​
    Spell Type:
    Instant​
    Casting Methods:
    Somatic​
    Duration:
    10 Minutes​
    Description:
    Forms a transparent, magical shell over the caster's skin, capable of intercepting physical and magical effects. Imperceptible, except by a glossy sheen over the body it covers.
    Range:
    Self​
    Area of Effect:
    Targeted​
    Cooldown:
    1 Minute​

    Name:
    Recover​
    Expertise:
    3​
    School of Magic:
    Metaphysics​
    Spell Type:
    Ritual​
    Casting Methods:
    Formulaic​
    Duration:
    4 Hours​
    Description:
    Accelerates the individuals' natural regeneration ability, improves their receptiveness to healing magic, and reduces the amount of time they need to sleep for by Expertise x 10%.
    Range:
    Self​
    Area of Effect:
    Expertise x 10 meters​

    Name:
    Thundering Voice​
    Expertise:
    2​
    School of Magic:
    Evocation​
    Spell Type:
    Instant​
    Casting Methods:
    Verbal​
    Duration:
    Instantaneous​
    Description:
    Speaks out a message containing a number of words equal to Expertise in a voice comparable in volume to a thunderclap. Can deafen or stun unprepared individuals within a certain range.
    Range:
    Self​
    Area of Effect:
    Disrupting Effect: Expertise x 20 meters
    Audible: 10 kilometers​

  • Gear :

    A tough travel pack. There's a blanket there, as well as 50 feet of rope and a tinderbox. The rest of the space is filled with all sorts of preserved foods, from smoked meats to dried berries to fruit jams. A metal flask hangs from the outside, and a coin pouch hangs from the inside of his kilt.
    Relationships :

    Ga Torr Eishandar - His father. Still alive, last he saw. Hasn't stayed in touch, but they were close, once.
 
jlaJBiK.jpg


  • Name :
    Cansu Arethusa​

    Alias :
    Raindrop​

    Gender/Sex :
    Female​

    Age :
    28​

    Physique :
    She's very small, at only 30 centimeters (~12 inch), and weighs on 120 grams (~4.2 ounce). The rest is as shown in the image below, attire included.
    R2SD2Mw.jpg

    Background :
    As alluring and magical as fairy-tales are, they often hide a truth that is far darker and far more tragic than one might realize. This is also the case with Cansu Arethusa's tale. However, to be able to fully understand her story, it is needed to understand the story of the Faeries.

    Although denizens like all others, the clan of Faeries have been living as secluded from the rest of the world as they could, in the furthest outskirts of Ithya. Due to their small size and physical weaknesses, many of them have fallen prey to the claws and teeth of predators. Despite the fact that their intellect matches that of any other denizen , they didn't exactly strive to overcome their physical weaknesses with intellectual strengths. For generations, Faeries merely continued to produce large amounts of offspring to balance the high death rate. This is largely due to the fact that many of them considered dying for the sustenance of predators to be a natural part of life. Only those that were fast enough or that possessed strong enough healing magic were able to thrive, thereby making sure the Faery clan was at its strongest. Such was the belief, at least.

    As the ages passed, things got progressively worse for the Faeries, as they started to suffer from increasingly hostile surroundings. The amount of predators that were hunting them increased, while the amount of areas that were suitable for maintaining a thriving Faery clan decreased. The worst, however, was the fact that Faeries were discovered by some slavers. With many of them possessing healing magic while being easy to 'carry' around, they were quickly added to the roster of highly wanted slaves.

    One of the few families that managed to escape these Faery hunters was that of the Aysu. Even so, the Aysu had to survive in an environment that had multiple natural predators. The most dangerous of those were the large birds of prey. Cansu Arethusa was born as the twenty-third child of Anup Arethusa, whom was the head of the Aysu. However, by the time Cansu was born, many of her older siblings had already died at the hands of these predators. Cansu's ability to avoid becoming prey by utilizing the cleverness and nimbleness she inherited from her father was reason for her to quickly become popular with the rest of the clan. Another reason was her expertise at healing magic, a type of magic that many of the Aysu were capable of utilizing, but only few managed to perfect the craft. Cansu was well known for her willingness to share her knowledge of healing, as she was always working hard to keep the rest of the clan healthy.

    Sadly enough, her efforts were often in vain. She saw many of the other Faeries fall prey to predators, over and over again. Unlike most Faeries, she wished to rid all Faeries of this disastrous fate. Cansu wished to create new ways for them to take on their predators; ways for them to climb up the ladder in the food chain. This clashed with the believes and habits that many of the other Aysu had adopted throughout their lives. The stronger Cansu grew in her conviction, the more she lost her popularity. The more Cansu tried to find new ways to fend off against predators, the more she became an outcast. Eventually, her father decided to denounce her for going against the natural order of things. The former “Princess of the Water Faeries” was now left as nothing more than a fallen Water Faery, a single Raindrop.

    It was this expulsion that ended up saving her, as shortly afterwards, the remaining Faery hunters, employed by a group called Morphi, managed to find their clan. Cansu could do nothing to stop them, as she watched how these slavers enslaved most of her remaining kin. All Cansu could do was run. However, she wouldn't do so before silently swearing that one day, she would have her revenge. Her life from there on out wasn't exactly easy. Although she could earn a living by healing people (she didn't need much to sustain herself), she was still considered an interesting target to kidnap. She knew, however, that she wasn't going to be able to defeat Morphi (or any other slavers) on her own. That's when she decided to gather her courage and pursue a way to find new allies. The first thing that came to mind was to find them among the other victims of slavers.

    From that day forwards, Cansu tried to keep tabs on what Morphi was up too, despite the obvious risk to her own well-being. At some point, she even managed to sneak into one of their camps, where she encountered a chained up Beastman. With such a denizen on her side, she figured her chances to sabotage the slavers would increase by the dozens. Sadly enough, she wasn't able to free him. The best she could do was sneak up on him and offer him some healing, but she was far too weak to break the chains and too magically inept to undo the restraint spells. When the risks of being discovered were increasing too much, she had to flee. She wasn't brave enough to give it a second try.

    During another one of her attempts to sneak around slaver camps, she got herself caught by a scar-faced woman. It was in this camp that she first encountered the weird mind-bending magic used by some slavers to control their victims, and where she figured that she'd need to develop a way to break it. At the time of her capture, however, Cansu sincerely feared that this would be the end for her, and that she'd be forced to work as a healing 'gadget' for the rest of her life. Destiny was kind on her. The group of slavers was attacked by a Rebellion force, allowing Cansu to get away in the ensuing chaos. These events, oddly enough, had only furthered her resolve to try freeing slaves.

    It's why she eventually found out about Montacier, a place where a lot of Morphi's captured slaves were brought to be distributed in secret. In a hotspot like that, she was bound to be able to free some potentially valuable allies, especially as they had the law on their side that country. She soon learned about a Beastman who's features sounded oddly familiar, although the reputation of said Beastman surprised her. She wondered what would've happened if she'd been able to free him from the get-go, but maybe fate was giving her a second shot at it.

    Affiliation :
    • Former “Princess” (unofficial title) of the Aysu clan of water Faeries.
    • Her family/clan fell victim to Morphi's slavers.
    • Met Revan while he was captured by Morphi's slavers, but was unable to help him.
    • Once managed to get herself captured by Temperance Lindal.

    Character Questions :
    You had a wonderful dream last night where you were living the best life you want for yourself. Who did you see in that dream?​

    I saw myself leading a thriving community of Faeries, including all my friends and family. We had managed to create a society free of predators, where trying to reproduce faster than we were being hunted was only a distant memory of the past. In fact, our healing magic and water magic had gained fame through-out multiple countries, and people were coming to us to learn from all over the world. Our only concerns were which of the outsiders' gifts we deemed worthy of accepting!

    You had a horrible nightmare last night where your greatest fears came to fruition. Who did you see in that dream?​

    The captured Faeries, my friends and family, being held in bird cages by slavers, all seeming to be in a horrible shape. Whenever I try to free them, they just get dragged away from me before I can reach them. I keep trying to chase them, calling out to them, trying do something, but eventually they are all dragged away into a dark void, one by one. Eventually, I'm left all alone, surrounded by darkness.

    While you were at the tavern last night, a pair of drunk patrons knocked over your table while fighting each other. What do you do?​

    Douse them with a water bolt or start a small rainstorm in the tavern, then flee the scene. I've had quite a few drops to drink already, after all.

    You and Theo Russell had an argument. What was it about?​

    I got tired of his attempts to show off, and told him to just do what he was supposed to do. I got a bit too annoyed when he tried to explain it away as just a bit of a dramatic flair.

    You and Eric(a) Aubel fell into a pit trap. Your allies are on the way to get you out of the pit, but you have a few hours before they get to you. What did you two do?​

    I'd fly out. Gravity won't get a hold on this Faery! Maybe I'd ask her if she could swim, and fill up the hole with water so she could get out as well, or maybe I'd just make sure the allies get there a bit sooner by showing them the way.

    You meet Rai'jah for the first time sitting across you on a train ride. What do you think of them, based on their appearance and demeanour?​

    She's really, really confusing me. Her bottom half makes me want to flee the scene before I'm eaten alive, but her top half suggest she's not necessarily a bigger risk than the average denizen. Then again, she looks like a lady, but acts like a drunkard, and I can't shake off the feeling that she might just try to poke at me at any second. Should I warn her that I'm not a toy or should I beg her not to eat me? I'm still unable to figure out which options I should fear, or maybe I should fear both.

    While you were travelling in the kingdom of Aepia, a wounded rebel soldier pleaded for you to hide them. You knew that a kingdom patrol was about to come by this route, and if they saw you helping the rebel, you could be arrested as well. What did you do?​

    I own the rebels as lot, so I'll heal him and try to help him in any other way I can. I'd do the same for everyone else that might help me fight against slavers, or anyone that might eventually pay back the debt.

    As a child, you learned that your bully, who at every turn has tried to hurt you and your friends, was secretly a polymorph. If you tell the Templars, they will arrest them. What did you do, and how do you feel about what you did after all these years?​

    I've got no loyalty towards the Templars, nor do I care about polymorphs. I don't hold a grudge against someone for mere bullying either. Not after the many other horrors I know people can force another through. The only reasons for me to report them would be based on what kind of person they are nowadays. If they are still a horrible person, or worse, a slaver, I'd report them without a second guess. Enemies of my enemies are my friends, or something along those lines.

  • Physical Prowess :
    • Acrobatics : 4
      She's well trained in the art of flying, specifically with the goal to escape predators.
    • Sleight of Hand : 1
      Believe it or not, she's pretty good at lock-picking and some other tasks. After all, her diminutive size makes some things easier to do precisely. On the other hand, pickpocketing or juggling would still prove a very serious challenge due to these size limits.
    • Stealth : 5
      Being sneaky is easier when you're small and difficult to spot, and it's a necessary skill if you wish to avoid predators.
    • Heavy Weaponry : 0
      All shall fear the Faery with the giant 2-handed sword!
    • Fine Weaponry : 0
      Even the finest of weapons are too big for her to handle effectively.
    • Unarmed : 0
      The mighty punch of Faery is rumoured to defeat any foe in just a single hit.


    Mental and Social Prowess:
    • Investigation : 0
      She's far more focused on the things in her immediate surroundings than on details or bigger pictures.
    • Perception : 0
      Although she's got good perception comparatively to her size, it's nothing to brag about compared to the average denizen.
    • Persuasion : 0
      It was never even worth trying to argue with a slaver, so she never tried. All attempts to argue with the others in her clan were dramatic failures.
    • Intimidation : 0
      Fearies don't tend to be the scariest of creatures.
    • Deception : 5
      What's a Faery without some trickery? Where strength is limited, words hold power. She'll do anything to lie herself out of a nasty situation or into a good one. The truth is a mere tool to play around with for the sake of her survival.
    • Insight : 5
      She's taught herself to read the people about her to the best of her extend, always trying to figure out whether or not someone might be a predator.
    • Performance : 0
      She never really needed to try her luck with charisma, as her fellow Faeries first admired her sheerly for her efforts, and later hated her sheerly for her ideals.

  • Schools of Magic :
    Nature Magic : 5
    She's pretty great at healing people, even compared to other Faeries.

    Evocation : 5
    Her clan specializes in water magic, which she learned from them.

    Sopia :
    N/A​

    Spells and Aspects :
    Name:
    Faery Flight​
    Expertise:
    5​
    School of Magic:
    N/A​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    N/A​
    Description:
    Cansu can use her wings to fly around.​

    Name:
    Freedom of Thought​
    Expertise:
    1​
    School of Magic:
    Nature Magic​
    Spell Type:
    Continuous​
    Casting Methods:
    Formulaic​
    Duration:
    Until breaking the magic or until the caster's concentration is broken.​
    Description:
    Weakens the effects of mind-control magic, and starts wearing it down over time, possibly breaking it if enough time passes during which the spell is active.​

    Name:
    Touch of Health​
    Expertise:
    5​
    School of Magic:
    Nature Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Somatic​
    Duration:
    For as long as contact lasts.​
    Description:
    Heals someone upon touching them.
    Range:
    Touch-based (works through clothing).​
    Area of Effect:
    Only those touched.​

    Name:
    Rain​
    Expertise:
    3​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Duration:
    For the duration of the caster’s concentration.​
    Description:
    Creates a small rainstorm.
    Range:
    The centre can be up to 20 metre (around 65 feet) away.​
    Area of Effect:
    A 10 metre diameter (around 32 feet).​

    Name:
    Water Bolt​
    Expertise:
    3​
    School of Magic:
    Evocation​
    Spell Type:
    Active​
    Casting Methods:
    Formulaic​
    Duration:
    N/A​
    Description:
    Fires a bolt of water (around a bucket's worth) at someone.
    Range:
    Can be send up to 70 meter away (230 feet), but loses force every 10 meter (32 feet) it travels.​

    Name:
    Mist​
    Expertise:
    2​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Formulaic​
    Duration:
    For the duration of the caster’s concentration.​
    Description:
    Creates a thick fog in an area.
    Range:
    The centre can be up to 20 metre (around 65 feet) away.​
    Area of Effect:
    A 10 metre diameter (around 32 feet), both horizontally and vertically.​

    Name:
    Healing Rain​
    Expertise:
    3​
    School of Magic:
    Nature Magic / Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Evocation​
    Duration:
    For the duration of the caster’s concentration.​
    Description:
    Combines the effects of Rain and Touch of Health to create a small rainstorm of which the water has healing effects.
    Range:
    The centre can be up to 20 metre (around 65 feet) away.​
    Area of Effect:
    A 10 metre diameter (around 32 feet).​

    Name:
    Healing Water Bolt​
    Expertise:
    3​
    School of Magic:
    Nature Magic / Evocation​
    Spell Type:
    Active​
    Casting Methods:
    Formulaic​
    Duration:
    N/A​
    Description:
    Combines Touch of Health and Water Bolt to fire a bolt of water infused with healing magic (around a bucket's worth) at someone.
    Range:
    Can be send up to 70 meter away (230 feet), but loses force every 10 meter (32 feet) it travels.​

    Name:
    Aspect of the Water Faery​
    School of Magic:
    Nature Magic / Evocation​
    Expertise:
    4​
    Description:
    Allows Cansu to combine water magic and healing magic.​

  • Gear :
    • She carries a lock-picking set around like its a weapon.

    Other :
    • Color code: 191970.
    • She likes landing atop the heads of those she trusts.
    • She's a heavy drinker, sometimes drinking as much as six drops in a single evening.
    • She's still terrified of predatory animals, even if they are tame enough to abstain from trying to catch her.
    • She can be fairly grumpy, but normally she hides it due to the fear of what others would do to her if she'd show it.
 
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