Map & Compass, Pt 2 - OOC

Sketching101

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

Rules
  1. Follow the CS guidelines on the bottom. If you need any clarification, don't shy away from asking.
  2. Color-code dialogues "like this" in any colour you want. (However, keep in mind that most people use the default layout! So try not to use colours that are too dark.)
  3. Do your best to avoid meta gaming and power gaming.
  4. Short posts are acceptable-don't feel obligated to write extremely long posts on your own- but try to have at least one good paragraph that adds to the situation somehow.
  5. Try to post regularly - or if you can’t, try to keep in touch about your situation so we can plan accordingly.
  6. All IC posts must be written in third person.
  7. Romance is great! But if things get too 'heated' then please fade out and take it to PM's.
  8. No photos: for all character descriptions, use drawings, please. If you struggle to find anything, I could try to make something or give you some references to use.
  9. No “chibi” characters, which is to say characters that look like children, but are adults.

Character Creation Guide


  • Schools of Magic
    More information about the lore of magic can be found on the magic lore page.
    When creating your character, you will be picking which skills your character is proficient in. When doing this, you can allocate a total of 10 points to start with. NOTE: Any single category cannot exceed 5 points when the character is first created!. Characters will get the chance to increase their skill levels over time.

    • Metaphysic deals with the alteration of physical properties of objects and recreating the effects of physical objects through magic. This kind of magic includes archetypes such as abjuration and transmutation.
    • Spatial Magic is the art of manipulating space. Spatial magic is mostly used to teleport, or create objects. Its archetypes include chronomancy, creation, and conjuration.
    • Telepathy concerns any kind of magic that affects or uses the sensory perceptions or the minds of living beings. Such archetypes include illusion magic, bewitching magic, and beast taming magic.
    • Nature Magic communicates with the world, and the magic in both non-living and living beings. Not to be confused with telepathy, nature magic communicates with the magic of beings, rather than the beings themselves. It is often associated with many types of healing magic as well. Its archetypes include divination, technopathy, and floral magic.
    • Evocation is the manipulation and transformation of the magic within the non-living world. This school of magic is best known for the telekinetic magic archetype, but also includes elemental magic archetypes such as pyromancy, aerothurgy, and hydromancy.
    • Life Magic concerns communicating with and manipulating “souls”, or rather the raw magic of a living being (or a being that was once living). This magic includes archetypes such as necromancy, and spectromancy.

    • Creating Spells
      Name: The name of the spell. The spell doesn’t need to have a name in-universe, but it should have one for OOC referencing.
      Expertise: Levels of expertise range from 1 to 10, 10 being the highest. This is not an in-universe metric, but rather a general way to denote someone’s knowledge in a skill.
      School of Magic: If the spell belongs to a specific school of magic, the user needs to have a level of expertise in that school of magic equivalent to the level of the magic. Otherwise, the user’s highest level of expertise in any given school of magic is compared instead.
      Spell Type:
      • Instant: Instant spells are cast-and-forget. Spells whose effects behave autonomously to the caster belong in this category. This includes enchantments, and most conjurations, as well.
      • Continuous: Effects last only as long as the user is conscious and continuously using the spell. These spells can be disrupted if the caster gets distracted. Spells that allow the user to magically influence their effects after they are cast belong in this category.
      • Ritual: These types of spells require an amount of time to cast. After a ritual spell is cast, the spell behaves like an instant spell, meaning the caster has no direct control over the effects of the spell after it is cast.
      Casting Methods:
      • Verbal: Spells that require verbal trigger. The verbal requirements are often incantations, but can also be a description of directions, or some sort of communication. Illusion spells often require a description of the kind of illusion to be created and charming spells often require the target to be able to understand the caster’s directions.
      • Formulaic: Spells that require some sort of expression of a formula that describes the spell. This requirement can be fulfilled using magic tomes that have drawings of the formula circles, or by being drawn on the air or a surface. The caster must fully understand how the spell functions, and what the formula means in order to cast the spell. Enchantments also fall under this category.
      • Somatic: Spells that can be cast through physical movement. These movements aren’t set in stone the same way some formulaic spells and verbal spells require a specific key to cast the spell, but rather require the caster to “conduct” the magic to do what they want.
      Duration: The length of time that a spell and its effects endure after being cast.
      Description: Explain what the spell does, and if applicable, provide the following:
      • Range: How far away from the user can the spell take effect?
      • Area of Effect: At the point where the spell is cast, how much of the surrounding area is affected? If the spell only affects the target hit by it, the spell’s area of effect is simply “targeted”.

      Code:
      [b]Name:[/b]
      [indent]<Name of the spell>[/indent]
      [b]Expertise:[/b]
      [indent]<1-10>[/indent]
      [b]School of Magic:[/b]
      [indent]<Optional. See the magic index for a list of existing schools of magic>[/indent]
      [b]Spell Type:[/b]
      [indent]<Instant, Continuous, Ritual>[/indent]
      [b]Casting Methods:[/b]
      [indent]<Verbal, Formulaic, Somatic>[/indent]
      [b]Duration:[/b]
      [indent]<How long does the spell’s effect linger?>[/indent]
      [b]Description:[/b]
      [indent] <Describe the spell here>
      [i]Range:[/i]
      [indent][/indent]
      [i]Area of Effect:[/i]
      [indent][/indent]
      [/indent]

    • Creating Magic Aspects
      Name: The name of the Magic Aspect.
      School of Magic: If the aspect belongs to a specific school of magic, the user needs to have a level of expertise in that school of magic equivalent to the level of the magic. Otherwise, the user’s highest level of expertise in any given school of magic is compared instead.
      Expertise: The level of expertise required in the school of magic to acquire the aspect
      Description: A description of the benefits and detriments the aspect grants to the mage (and/or those around them).
      Code:
      [b]Name:[/b]
      [indent]<Name of the Aspect>[/indent]
      [b]School of Magic:[/b]
      [indent]<Optional. See the magic index for a list of existing schools of magic and archetypes>[/indent]
      [b]Expertise:[/b]
      [indent]<1-10>[/indent]
      [b]Description:[/b]
      [indent]<Describe the Aspect here>[/indent]


  • Mental and Social Prowess
    Each character can be proficient in certain areas of study. These proficiencies can help characters discern things others might not deduce, or do something that requires special knowledge. None of these will directly affect combat, but can help with non-combat situations. Also, things like persuasion, intimidation, and deception cannot be applied on other player characters. Just like magic, these levels of proficiency ranges from 1 to 10. When creating your character, you can allocate a total of 10 points to start with. NOTE: Any single category cannot exceed 5 points when the character is first created!. Characters will get the chance to increase their skill levels over time. At higher levels of proficiency (6-10), these proficiencies manifest as magic abilities. These proficiencies are divided up into the following categories:
    • Investigation is a proficiency for characters that have strong deductive and investigative skills or intuition. This proficiency can allow you to receive hints about a mysterious situation from the GM. With high proficiency, characters can receive hints about larger mysteries of the world.
    • Perception allows characters to notice difficult-to-catch details about the world around them. This proficiency will allow your character to realize subtle details or changes in the environment or people’s physical behaviours. With high proficiency, characters can notice details that would normally be undetectable.
    • Persuasion is for characters that are good at breaking down people’s arguments and constructing irrefutable logic to convince people. This proficiency allows your character to have a better chance of persuading people into believing something using logic. With high proficiency, characters can have a chance to persuade people even when they might otherwise be unwilling to listen.
    • Characters with high intimidation have a terrifying or imposing presence that can allow them to terrify people into backing down. This proficiency allows your character into scaring people into submission. With high proficiency, characters can intimidate people without having to talk to them, meaning some people might be afraid to maliciously approach them.
    • Deception is a proficiency for natural liars and tricksters. This proficiency allows your character to more easily convince someone of a lie, or something that the target doesn’t believe to be true. With high proficiency, characters can trick people into believing increasingly ridiculous things.
    • Insight allows characters to use their intuition to understand how people are feeling. This proficiency can allow you to receive hints about what people might be thinking about or how they’re feeling, that might not be immediately obvious. With high proficiency, characters can intuit the nature of the events and environments.
    • Performance is a proficiency for characters with a dramatic flair. This proficiency allows you to command a crowd more easily, using charismatic and tactful performance instead of using reasoning or convincing. With high proficiency, characters can charm larger crowds by using their wily charms instead of having to appeal to their intellect.

  • Physical Prowess
    Each character can be proficient in certain physical skills. Just like magic, these levels of proficiency ranges from 1 to 10. When creating your character, you can allocate a total of 10 points to start with. NOTE: Any single category cannot exceed 5 points when the character is first created!. Characters will get the chance to increase their skill levels over time. These proficiencies are divided up into the following categories:
    • Acrobatics allows characters to move more freely and nimbly.
    • Sleight of Hand gives characters a better chance at being able to achieve acts that need good fine motor skills. This includes pickpocketing, lock picking, or even juggling.
    • Stealth allows characters to avoid being seen, or heard, even avoid magical detection at higher levels.
    • Heavy Weaponry proficiency allows characters to more skillfully use heavy weapons such as swords, hammers, heavy bows, or shields. Any weapon of equivalent weight would fall in the same category.
    • Fine Weaponry proficiency allows characters to more skillfully use weapons that require good fine motor skills such as knives, or bows.
    • Unarmed proficiency allows characters to brawl up close without weapons.

  • Character Questions
    You can choose three of these questions and give brief answers about your, instead of writing a personality paragraph. If you would prefer, you could also write a paragraph describing your character’s personality instead. You can change the questions to better fit your backstory if you want. Otherwise, you could also come up with your own questions if you would prefer.

    These questions are all hypothetical situations, so they don’t necessarily have to be things that happened in your character’s past.
    • 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?
    • You had a horrible nightmare last night where your greatest fears came to fruition. Who did you see in that dream?
    • 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?
    • You and another player character (your choice) had an argument. What was it about?
    • You and another player character (your choice) 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?
    • You meet another player character (your choice) for the first time sitting across you on a train ride. What do you think of them, based on their appearance and demeanor?
    • 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?
    • 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?

  • Code:
    [center][img]*Appearance image here* (If you have difficulty finding images, you can come to me. I might be able to help you find one, or draw one for you!)[/img]
    [/center]
    [tabs]
    [tab='[ Personal Information ]']
    [color=][b]Name :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Gender/Sex :[/b][/color] (whichever you prefer to mention)
    [indent]
    [/indent]
    [color=][b]Age :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Physique :[/b][/color]
    (Is your character ginormous? Tiny? Do they have horns, wings, tails, extra limbs, extra eyes…What’s their build like? Their height, weight, etc)
    [indent]
    [/indent]
    [color=][b]Background :[/b][/color]
    (Where did your character grow up? What events lead to them becoming who they are now? Go into as much detail as you feel is necessary, but don’t feel pressured to write an enormous backstory! Just try to have some substantial events about your character’s past that had an impact on how their personality developed.
    Is there any specific thing you want to know about the world for your backstory? PM me and I’ll get something to help you along.)
    (I would recommend going through the questions in this blog entry (https://dndduet.com/10-backstory-questions/) to have an easier time coming up with interesting details about how your character grew up and what made them who they are today, though this is not necessary.)
    [indent]
    [/indent]
    [color=][b]Affiliation :[/b][/color]
    (Is your character part of an organization? Optional: If yes, what’s their role within that organization?)
    [indent]
    [/indent]
    [color=][b]Character Questions :[/b][/color]
    (Briefly answer three questions from the Character Questions tab about how your character would behave under certain circumstances. This is just to make the character creation more fun, but if you would prefer, you can write a paragraph about your character’s personality instead.)
    [indent]
    [/indent]
    [/tab]
    [tab='[ Skills and Talents ]']
    [color=][b]Physical Prowess :[/b][/color]
    (What physical abilities is your character skilled in?  You can allocate a total of 10 points. NOTE: [u][b]Any single category cannot exceed 5 points when the character is first created![/b][/u]. Characters will get the chance to increase their skill levels over time. You can find a list of skills in the Character Creation Guide’s Physical Prowess tab. This is mainly to show what your character is capable of generally.)
    [indent]
    [/indent]
    [color=][b]Mental and Social Prowess:[/b][/color]
    (What physical abilities is your character skilled in? You can allocate a total of 10 points. NOTE: [u][b]Any single category cannot exceed 5 points when the character is first created![/b][/u]. Characters will get the chance to increase their skill levels over time. You can find a list of skills in the Character Creation Guide’s Mental and Social Prowess tab. This is mainly to show what your character is capable of generally.)
    [indent][/indent]
    [/tab]
    [tab='[ Magic ]']
    [color=][b]Schools of Magic :[/b][/color]
    (What schools of magic is your character knowledgeable in? You can allocate a total of 10 points. NOTE: [u][b]Any single category cannot exceed 5 points when the character is first created![/b][/u]. Characters will get the chance to increase their skill levels over time. You can find the schools of magic in the magic section of the lore page, or in the Character Creation Guide’s magic tab. You can learn spells in your respective schools of magic)
    [indent]
    [/indent]
    [color=][b]Sopia :[/b][/color]
    <N\A if your character is not a polymorph>
    (Is your character a polymorph? If so, what kinds of Sopia do they have? What do these essences allow them to turn into, or what buffs/debuffs do they get from them? You can have one Sopia active at a time, but you can have up to two non-active Sopia.)
    [indent]
    [/indent]
    [color=][b]Spells and Aspects :[/b][/color]
    (What spells does your character know? What magic aspects do they possess? You can create your own spells and aspects from the Magic tab of the CCG, or pick those from the magic index page.)
    [indent]
    [/indent]
    [/tab]
    [tab='[ Other ]']
    [color=][b]Gear :[/b][/color]
    (A musical instrument? Weapons? Notebooks? Motorbike keys? Clothes?)
    [indent]
    [/indent]
    [color=][b]Other :[/b][/color]
    (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 [color=][b]Relationships :[/b][/color])
    [indent]
    [/indent]
    [/tab]
    [/tabs]
 
Last edited:

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Olivie Balerine

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Name:
Olivie Balerine​
Date of Birth:
29/02/1480​
Gender:
Female​
Status:
Alive​
Position:
Templar Knight,​
Color Code:
#CA1395
Theme:
About:
Olivie has an unremarkable lineage. She is the daughter of a pair of merchants who lived in the city of L'Or Etroit. She was able to get into the Royal Academy by ranking first in her year in the talent examination. Thibault's established network at the academy lent her material and educational support throughout her education. She was immediately recruited by Thibault upon her graduation to work for the Templars.​
Addrick Beaureve

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Name:
Addrick Beaureve​
Date of Birth:
07/01/1403​
Gender:
Male​
Status:
Alive​
Position:
Prince, 13th in line,​
Color Code:
#BF406A
Theme:
Stats:
  • Magic:
    • Metaphysic: 9
    • Spatial Magic: 6
    • Telepathy: 7
    • Nature Magic: 4
    • Evocation: 7
    • Life Magic: 4
  • Mental and Social Prowess:
    • Investigation: 0
    • Perception: 1
    • Persuasion: 6
    • Intimidation: 9
    • Deception: 3
    • Insight: 4
    • Performance: 2
  • Physical Prowess:
    • Acrobatics: 5
    • Sleight of Hand: 0
    • Stealth: 0
    • Heavy Weaponry: 8
    • Fine Weaponry: 0
    • Unarmed: 10

About:
For most of his life, Addrick Beaureve was a man people looked up to with respect. He was strong, charismatic, and protective of his family and people. On the 12th of March, 1512, he went missing. His older half-brother, Léonard Thibault, vowed to uncover the circumstances of his disappearance, and to look after Addrick's city, in his stead. 20 years later, on the 16th of June, 1532, Addrick made a public appearance in his family's estate.​
Adryen Beaureve

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Name:
Adryen Beaureve​
Date of Birth:
07/01/1403​
Gender:
Male​
Status:
Alive​
Position:
Heir to the Beaureve Estate,​
Color Code:
#4FB611
Theme:
About:
Adryen has always been in the shadow of his twin brother, Addrick. He didn't have as much talent in the magical sciences, or combat, and he wasn't as skilled an orator or as cunning a tactician. He gave up his claim to the throne when the two turned 18, and even after Addrick's disappearance, did not reclaim his birthright. For the last century, he has been Addrick's most reliable friend and ally.​
Alicia Beaureve

Name:
Alicia Beaureve​
Date of Birth:
28/02/1514​
Gender:
Female​
Status:
Alive​
Position:
Princess, 201st in line,​
Color Code:
#D31C8B
Theme:
About:
Alicia was born two years after Addrick disappeared. She was meant to be a 'replacement' for Addrick, who was publically presumed to be dead at the time. She has skill in magic comparable to Addrick's when he was her age. She is a profoundly hard worker, always trying to live up to the standard his brother set for her before she was born.​
Pablo Beaureve

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Name:
Pablo Beaureve​
Date of Birth:
18/09/1370​
Gender:
Male​
Status:
Alive​
Position:
Head of the Beaureve Family,​
Color Code:
#9F102E
Theme:
About:
Pablo is the current head of the Beaureve family, and step father of Addrick, Alicia, and Adryen, and the blood father of the rest of the Beaureve children. He lived at the Beaureve estate only with Adryen and Alicia, until Addrick returned. The rest of his family is scattered across Enia, either involved with business, the royal military, or the parliament. He currently has no appointed heir.​
Jean-Philippe Boutin

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Name:
Jean-Philippe Boutin​
Date of Birth:
02/01/943​
Gender:
Male​
Status:
Unknown​
Position:
Unknown,​
Color Code:
#A346A5
Theme:
About:
A member of the Boutin nobility based in Cartetoile.​
Eco Carola

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Name:
Eco Carola​
Date of Birth:
21/12/1478​
Gender:
Male​
Status:
Alive​
Position:
Templar Knight,​
Color Code:
#FAC51C
Theme:
About:
Eco is one of Thibault's most loyal protégés. He was the child of a slave and her master, and thus became a slave himself. At the age of 13, he was bought by Thibault and subsequently freed. Thibault offered to give the young man an education, and Eco went on to study at the Montacier Academy. Immediately upon graduation, he started working under Thibault's command.​
Elle Descombes

Name:
Elle Descombes​
Date of Birth:
Unknown​
Gender:
Female​
Status:
Alive​
Position:
Templar Knight, Léonard Thibault’s Bodyguard​
Color Code:
#3BEE8A
Theme:
Stats:
  • Magic:
    • Metaphysic: 2
    • Spatial Magic: 6
    • Telepathy: 0
    • Nature Magic: 0
    • Evocation: 6
    • Life Magic: 0
  • Mental and Social Prowess:
    • Investigation: 4
    • Perception: 6
    • Persuasion: 0
    • Intimidation: 0
    • Deception: 0
    • Insight: 0
    • Performance: 2
  • Physical Prowess:
    • Acrobatics: 6
    • Sleight of Hand: 0
    • Stealth: 0
    • Heavy Weaponry: 5
    • Fine Weaponry: 0
    • Unarmed: 0

About:
Elle is a former slave taken in by Léonard Thibault during his campaign in Aepia in 1529. As is usually the case for most slaves who have been traded at least once, her memories were taken away 1 year prior. While it isn't known where she is from, she was already adept at magic at the time her freedom was bought by Prince Thibault.​
Dupond Dupont

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Name:
Dupond Dupont​
Date of Birth:
07/07/1449​
Gender:
Male​
Status:
Alive​
Position:
Professor of Magickfuel Engineering,​
Color Code:
#F8ED41
Theme:
About:
Dupond Dupont is a renowned Magickfuel researcher from a minor noble family that owns some land north of Montacier. While he has a reputation for being self-conceited, he is generally well liked by students as a lecturer.​
Hugh Eclair

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Name:
Hugh Eclair​
Date of Birth:
01/12/1329​
Gender:
Male​
Status:
Alive​
Position:
Beaureve family’s royal attendant,​
Color Code:
#3A60EC
Theme:
About:
Hugh Eclair has been the Beaureve family's princes' and princesses' attendant for nearly 200 years. Not much is known about him, simply due to his unremarkable background. His father was a member of the royal guard long ago, and led Hugh to take up the family tradition. Hugh was assigned to guard the royal heirs from the Beaureve family after his graduation from the Montacier Academy.​
Rayan Gutiérrez

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Name:
Rayan Gutiérrez​
Date of Birth:
14/06/1373​
Gender:
Male​
Status:
Alive​
Position:
Professor of Divination,​
Color Code:
#D9DC11
Theme:
About:
Gutiérrez is a Professor at the Royal Academy, teaching and researching divination and nature magic. He is one of the most beloved and amicable teachers at the academy of the last century.​
Sonya Kristoff

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Name:
Sonya Kristoff​
Date of Birth:
02/09/1492​
Gender:
Female​
Status:
Alive​
Position:
Teacher of Abjuration and Transmutation,​
Color Code:
#3CE621
Theme:
About:
Kristoff is a teacher of transmutation and abjuration in the school of magic at Briseterre on Ithya. She is currently on a cultural and academic exchange agreement with Enia, where she is to teach her topics for one year in Cartetoile, while the Royal Academy's leading professor of Metaphysic magic will be teaching at Briseterre for the same duration.​
Henri LaFramboise

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Name:
Henri LaFramboise​
Date of Birth:
12/6/1442​
Gender:
Male​
Status:
Alive​
Position:
Templar Knight,​
Color Code:
#1681B6
Theme:
About:
Henri is from the LaFramboise family, a part of an influential noble clan that owns a lot of land around Cartetoile. His older brother, the LaFramboise prince, is a member of parliament. He himself was never a strong fighter or mage, but he always had a keen mind for theory. He was recruited by Léonard Thibault as a researcher archeologist on Sunderlake Isle.​
Michel LaFramboise

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Name:
Michel LaFramboise​
Date of Birth:
31/01/1523​
Gender:
Male​
Status:
Alive​
Position:
Heir apparent of the LaFramboise estate,​
Color Code:
#EADE29
Theme:
About:
Michel LaFramboise is the heir apparent to the LaFramboise estate. He is about to start studying at the Montacier Academy.​
Anya Meloda

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Name:
Anya Meloda​
Date of Birth:
N\A​
Gender:
Female​
Status:
Alive​
Position:
Templar Knight's Apprentice,​
Color Code:
#137CCA
Theme:
About:
Anya is one of Thibault's close protégés, though it's unclear how she came to work under him. She joined his forces while he was working at Sunderlake Prison. She is currently apprenticing under Olivie Balerine.​
Mateo Mendéz

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Name:
Mateo Mendéz​
Date of Birth:
30/11/1487​
Gender:
Male​
Status:
Alive​
Position:
Inquisitor of the Church of Ydran,​
Color Code:
#63CA13
Theme:
About:
Mateo is Princess Carla Mendéz's elder half-brother. He is of neither royal, nor noble ancestry. Prince Thibault took him under his wing when Carla was born, promising to allow his talents in magic to flourish so he could protect his younger sister. Thanks to Thibault's endorsement, he was able to study at the Montacier Academy, and became an inquisitor in the Church of Ydran.​
Mario Murphy

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Name:
Mario Murphy​
Date of Birth:
23/05/1499​
Gender:
Male​
Status:
Alive​
Position:
Police Inspector,​
Color Code:
#0E6ACC
Theme:
About:
Inspector Murphy is an up and coming officer in the Montacier police force. He's well liked by his colleagues and superiors alike. He is from a small town and the western edge of the continent.​
Carla Méndez

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Name:
Carla Méndez​
Date of Birth:
23/09/1503​
Gender:
Female​
Status:
Alive​
Position:
Professor of Chronomancy, Princess, 165th in line​
Color Code:
#E40404
Theme:
About:
A mage of exceptional talent, Carla quickly attained mastery over Spatial Magic. During her years at the Royal Academy in Cartetoile, she was the focus of many other royals' envy and disdain as a princess from a non-noble family outpacing many of her highborn siblings.​
Sylvie Odiyola

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Name:
Sylvie Odiyola​
Date of Birth:
N\A​
Gender:
Female​
Status:
Alive​
Position:
Academy Student (Exchange),​
Color Code:
#11D3DC
Theme:
About:
Sylvie is an exchange student from a far away country called Gordium, as per an agreement between the two nations' leaders trying to establish diplomatic relations.​
Louis Plumhart

Name:
Louis Plumhart​
Date of Birth:
18/05/1507​
Gender:
Male​
Status:
Alive​
Position:
Templar Knight,​
Color Code:
#E64B21
Theme:
About:
Louis Plumhart is a lowborn knight among the Templarate, and a squire until the age of 23. He was often assigned to see to the protection of many of the scientists and engineers among the Templars, until his knighting a few years prior.​
Lydia Robillard

Name:
Lydia Robillard​
Date of Birth:
29/11/1453​
Gender:
Female​
Status:
Alive​
Position:
Professor of Aerothurgy,​
Color Code:
#D9DC11
Theme:
About:
Lydia Robillard has been a professor teaching Aerothurgy at the Royal Academy since 1502. She has a reputation for being unapproachable among the students, despite having a relatively good rapport with most professors.​
Elodie Russell

Name:
Elodie Russell​
Date of Birth:
13/07/1510​
Gender:
Female​
Status:
Unknown​
Position:
Conductor and Bard for the Troubadours,​
Color Code:
#3BEE8A
Theme:
About:
Elodie grew up with the Troubadours on Ithya, along with her twin brother Theo. From a young age, the two learned magic the same way most Troubadours do. When they visited settlements, they would put on theatrical and musical shows for the residents, with a bit of magical flourish. She was captured by raiders from Irve when she was 17.​
Léonard Thibault

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Name:
Léonard Thibault​
Date of Birth:
21/06/1379​
Gender:
Male​
Status:
Alive​
Position:
Prince, 2nd in line, Templar General​
Color Code:
#BF406A
Theme:
Stats:
  • Magic:
    • Metaphysic: 4
    • Spatial Magic: 4
    • Telepathy: 4
    • Nature Magic: 4
    • Evocation: 4
    • Life Magic: 10
  • Mental and Social Prowess:
    • Investigation: 4
    • Perception: 0
    • Persuasion: 9
    • Intimidation: 4
    • Deception: 4
    • Insight: 8
    • Performance: 0
  • Physical Prowess:
    • Acrobatics: 0
    • Sleight of Hand: 2
    • Stealth: 0
    • Heavy Weaponry: 0
    • Fine Weaponry: 0
    • Unarmed: 0

About:
Léonard Thibault is neither the strongest, nor the wisest competitor for the throne. Many of his betters have fallen far behind him. Despite lacking in the raw power and charisma that Addrick Beaureve has, Thibault's cunning and tenacity has seen him come out on top in any situation. To the public, and to his subordinates, he is a great hero combating the descendants of heretics who worshipped the dead gods before Ydran: the polymorphs. Currently, he has stationed his forces at Montacier, which he has been using as a secondary base of operations ever since Addrick's imprisonment on Sunderlake Isle.​
 
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