"How about we have a wager? That's what you are here for, right?"
~ General Info ~
Name: Findel Bheestruzein
Age: 17 (Human terms?)
Gender: Female
Race: Dark Elf
Magic Source: Wizardry
~ Biography ~
Personality: Something of a Scoundrel, Findel is rather cocky and roguish, though rather good natured. A daughter of a rather minor merchant family from Andii, she is rather fond of gold and while simple in dress she is often stylish if a simple fair. She is rather prideful of her appearance and has a few tattoos and accessories to serve as aids in casting magic a more permanent if not limited means to call upon a few common spells.
A bit rebellious she tends to be welcoming to all and has shown a curious mix of egocentric behavior with a mix of compassion to those truly in need or in pain. A bit carefree she tends to not take much seriously and may even bait a reaction out of some as she is readily open about her past, thoughts and plans. Living in the moment, Findel can be something of an entertainer and much of her magic reflects this, it could be said in the process of earning her rank to study at the school that she took part in arena combat which was mostly based around such, to earn some coin and to practice her magic "safely".
Findel is prone to action and taking the path of least effort and most finesse in her actions and life. It may be surprising to most that she in fact has never made a pact, so much as works when she must for her own amusement, or under protest. She could be said to be semi religious and has an interest in most tales from her nation. Curiously can get rather ticked off about mentions of her large forehead.
History:
Born as the third child of a minor Merchant family in the deserts of Andii in a city called Al Sha-Talarif, Findel was always a bit head strong, egotistical and carried a cocky sort of pride with her. Given her family's line of work she had little difficulty in socializing and learned several "tells" from her family, to amuse, subtly manipulate and to strike a bargain in their own favor. She earned something of a reputation as a trickster though she never veered off into banditry or anything that would cause her family too much grief. Typically whatever "fun" she may have was paid with kindness as well, never would she deny a traveler of the sands a flask of water for sake of a few coins.
While by no means rich, she was in a position to study Magic and to acquire devices towards this means, typically Runecraft and enchanted tattoos upon her person when she showed some early affinity towards learning Magic coupled with skills related to the sword. By the time of her 15th Birthday, Findel would come to develop an interest in the colosseum of the City, built to reenact the old stories of history and the chanters of before and after, it was more or less safe combat against other aspiring mages or beasts captured in the wilds.
To both develop an interest and to compete. With her flash fire magic and durable earth magic, the Spellsword would climb up the ranks, far enough for the Arena to consider her worthy enough to answer the call of the King. Somewhat excited and curious, she accepts and with a few tomes and her other items she set off for Findel to see just what this Mage College was all about and to hopefully improve upon what she knew and to maybe learn what she did not.
~ Magic ~
Runes Wizardry: Counting on a few tattoos dyed into her flesh, a blade inscribed with various runs and a few accessories also inscribed with runes to act as her magic circles, she has been learning how to form her own as well. Though that being said such items tend to be rather fixed in place as to what they can do. Spellsword tends to be more limited in elemental aspects and most runes are more useful in provoking effects or magics than it is in forming Elements from nothing, additional combinations may be possible for her with these two elements. Findel has a natural affinity for Fire and a strong Secondary leaning towards Earth, those give her most commonly used abilities follow to form;
Current Rune ingrained Abilities:
Earth Aspect: Typically ingrained within the skin of her right hand and the necklace she wears, she's able to summon Earth Elemental via mana and her "seals". Typically as it stands she can call upon hard rocks to act as pillars to defend her person or to hurl from her right hand at foes with contact with the ground, or from them with concentration and Mana.
Alongside this she is able to break down earth aspect spells of her own casting, or of the land around her to form a dusty storm to conceal her presence somewhat.
Earth Pillar: Can form a pillar of Earth to hide behind, typically just big enough to hide herself behind to absorb a few attacks meant for her. In theory the wall should be able to improve in size, thickness and shape, but her runes for now only allow for this shield.
Earth Shroud: Can form Dust around her person akin to a sandstorm, limited in scope to her immediate surroundings, it is regulated by the heat of her fire magic to make an in close smoke screen in a manner, it does not bother her own eyes given the nature of the field, currently it covers around three to four meters with a dead zone of inches around her body. Wind can effect the drift and range of the shroud.
Earth Stone: A simple summoning of fist to head sized stones which can be fired off or thrown with a bit of mana and focus.
Fire Aspect: Ingrained into her sword, right hand, forehead and legs this could be said to be Findel's primary elemental affinity, she is able to channel and form flames from her hand to use as fireballs, from her blade for a few combo flashes and sweeping close range wave attacks. With the Use of her legs she can summon fire for kicks or with enough focus.
Fire Strike: Engulfs the blade in fire, minus the obvious effects of a flaming sword, the fire stays on the blade and can hit with a searing impact.
Fire Bolt: From hand or sword tip a small ball or three of fire can be formed to strike out at a foe.
Flame Wave: With a heavy swing of the blade along the Horizon it is possible to cast a 45 degree cone of fire in front of the swing, spreading out three meters ahead to cover her field of vision. The spellsword attack tends to be explosive in nature.
Phoenix Kick: In spite of the name there isn't too much special about this as it stands, she can summon flames from one foot with a bit of focus and add its elemental effects to her kicks.
Phoenix Dash: This is a concentrated burst of Mana converted into fire magic, that then "explodes" on the heels of her feet, allowing her to hurl herself into a closer position with considerable speed. Currently the range on this is limited to a few meters at the state it is in.
In addition she has had limited training with several elements and can with scrolls formulate a wider array of magics, but those are more difficult than her natural affinity towards Fire and Earth, she would however need a tome, scrolls or more detailed runes. Minus a bit of specialization her magic skill level is just of a level to be at the school.
~ Extra ~
Her belt has a number of pouches on them which she can carry spare supplies or magical items, typically preserved food, water and basic healing salves are carried.
5'11" in height 128lbs
Theme Song:
Thanks Jess.
"Why are you here?"
~ General Info ~
Name: Thalia Daephyra
Age: 17 (Human Terms?)
Gender: Female
Race: Elf
Magic Source: Sorcery
~ Biography ~
Personality: Thalia on first impression may come across as arrogant, prideful, disciplined, guarded and a bit of a by the rules perfectionist. Showing signs of intelligence she prefers to observe a situation or reading reports in place of taking immediate action. While some may call her a by the book sort it remains unclear just who wrote the book. With a distrust of others and the College she seems to always have an angry or scary gaze about her... Though it seems this may be genetics at play rather than direct ill will.
Though just as is the case with the Great Swamp, not all may be as it seems. While outwardly hostile, remote and dangerous, the Swamp harbors much life and even a balance of Harmony within it. In the case of Thalia these facets may come to the forefront with time or when she thinks she is alone. A rather helpful girl she knows a bit about plants and herbs, keeping a few potted ones to place in her room for herself. She also will likely be found helping the groundskeepers with such work and has an interest in potion making. Rather studious, hard working, professional and earnest, the Elf can be found at times sleeping with a book in her lap, passed out from exhaustion. She also knows a bit about cooking, more so of sweets and it is not unknown for her to bake cookies for those that she's taken a liking towards.
Thalia puts great meaning and effort towards Family and Friends and will generally help them out if it is within her means, though like the Swamp this help may be thickly veiled. Rather fond of Music, Thalia is known to play a wooden flute when thinks no others are around. She also will help with studies or in communicating with some of the denizens of the swamp. However just like Shaambalak, she does harbor a dangerous side. Typically crossing or betraying her is met with an uncharacteristically swift and brutal response. She also tends to hold grudges and has been known to try influencing the luck of those that have upset her as a petty payback for a few days.
History: Thalia was born to a village in the Shaambalak Swamp of the Republic, named Travelers Toll, while more of a small town or city, it laid near one of the few clean water sources near the swamp's interior far off of paths well traveled. It and some of the surrounding villages were home to a unique magic that would pass down through bloodlines of some that dwelled within. Given that this Swamp Witch magic was found amongst largely Female Humans and Elves of the region it is highly likely that neither race is as pure as they may think themselves to be, according to scholars and the physical forms of those who dwell within. While some Witches would leave the swamp once they had a better understanding of the Magic to work as bounty hunters or assassins, typically returning later in life, others would become guides and doctors of the region and never leaving at all. Given this the Swamp Witches were not known widely to the General Public, so much as to those in the know or that had reasons to be in the Great Swamp in the first place.
Thalia was more or less set to be one of the later, nothing too special could be noted about her Family life, crop farmers that made a living off of what little land the swamp would offer up. Though in her case the gift had skipped a generation from Grandmother to Granddaughter. An only daughter by birth one could say her style of living is rather simple and poor. Living in a wood and Mud hut, she would take careful care of all items she had, learning quickly about the dangers and blessings the Swamps would offer. Studying under her Grandmother and a few other Witches she had a lot of problems learning and controlling the magic to start with, with the dangers and wonders it offered she took her studies rather seriously, a trait that has still not left her, she does not consider herself fully in control of the magic or able to utilize it to the fullest.
Given one of the Villages limited exports were medical herbs and sugarcane, she would learn about these as a natural process, plus how to speak the native tongue of the lizardmen to a limited extent. In practice this would lead to her helping the occasional traveler with negotiations to explore the swamp more deeply or to secure more exotic goods in trade. In her early childhood, these trade contacts were how Thalia gained her Flute, a prized position in her eyes.
However such isolation would not last forever, just as she would not be an only child for much longer, with her mother giving birth to a son. Hard pressed in some means, Thalia would find great change in her life and an "Invitation" from the College. Such change was not welcomed nor asked for, but for the sake of all the village and any other Swamp Witches to come she had a duty to perform.. One that might just prove useful..
~ Magic ~
Swamp Witch Hex: A Sorcery type magic that elemental wise leans closer to Water, Earth and Darkness, it has aspects of all of these yet is unique enough in its application to be classified as something else, genetically passed down to a few human and Elf bloodlines, which hints at a common ancestor or cross breeding at some point, resulting in some Elves having more human like body frames. Typically this magic can run counter to some, place curses of a sort and forming of natural, or rather supernatural plant growths in the form of vines, trees, straw, poisonous plants and thorn bushes. With the right components this magic of the swamps is known to be used for less than noble endeavors such as Bounty Hunting, Assassinations and allow for remote harming of others via voodoo magic. Be it from causing sensations of pain or effects to the realm of probability, or the victims perception of it rather to produce "bad luck".
Eulogy of Sin: Provided she has the time Thalia can form a straw filled doll of a person, with a collection of blood, cloth and hair or nail clippings she can make a short lived doll that allows her a vague understanding of where a person is in relation to her, or the doll may have nails and pins driven into it to magically send harmless, yet painful sensations to the target.
Grasping Vine: Able to form vines, be they normal or thorn covered, to bind a target, to pull herself up to a location, or to make a scalable "wall". These vines are mostly used to capture or constrict, in her own case she is rather limited in the range she can reach out and number she can spawn.
Brush Barrier: A variation of the Grasping Vine, this however just makes a thick bundle of briers to to form a weak if not thick shield to cushion blows or to take the brunt of more explosive attacks.
Ents of the Swamp: Able to form an Ent that is powered off of her own mana, while more season witches can make large sentinels or even Golems that can act as village guards, Thalia can only spawn smaller Ents at this time, that she can "see" through to scout around her, or to fit in smaller locations she cannot.
Swamp Gas Projection: Forming a small green orb of gas, it is possible to expand the number, or to change the form into a cloud with practice. In principle it is partially acidic and carries the smell of fungi and sulfur, in some terms it is on par with a fire ball, minus the splash and spreading after effects.
Reverse Wheel of Fortune: This is a magic that can reach out to those she curses in a manner similar with Eulogy of Sin, but it uses her own blood in the purpose. Overall this attack is mostly harmless but can change what one considers "luck" or rather the perception of it. Small delays can mean the difference in an attack connecting, or missing by a slim margin. It also seems to slightly affect simple luck based games, though that is unconfirmed or a possible placebo effect.
Rite of Nails: Thalia is able to enchant nails with curses, this can be used on a doll, thrown at a spell or directly stabbed into a foe. Absorbing her own special Sorcery, it gives off a mana draining effect to partially disrupt spells or when stabbed into a person the flow of their own mana, till they remove them at least. She is not as skilled in the effect as some of her Kindred.
Nightgloom Star: A 5 point star made out of mana, given form it harnesses the form of Methane into an explosive projectile, some her ancestors were able to imbued it with poison effects, though she has yet been able to do so.
~ Extra ~
Height 5'3" weight 124 lbs
She carries a flute and uses it with a few other sounds to speak the Lizardmen's language to a limited degree. Below her thick Tunic is a black skirt and a pair of laced, partially ventilated boots with long stockings.
Character source
パルスィ Parsee Mizuhashi
Theme Song:
Thanks Jess x2