Rayan: Character Index

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Aglæca
Female/150/Earthfolk-Etelarith
Huntress/Witch


Vanya Firevayne




  • Appearance
    Facial Structure & Features→ Angular shaped jaw, high bridged nose, high cheekbones and full pale pink lips.
    Hair Colour & Length → She possesses thick platinum locks of waist length hair.
    Eye colour & Shape → Upturned, Almond shaped, Crystal Blue Eyes
    Height & Weight → 5'5" 125lbs
    Physique → She was rather leaned and toned, neither short nor tall.
    Skin Tone → She was so pale, one could see the veins that run across her body.

    Personality
    Her headstrong personality gets herself into a lot of trouble. While she is the kind to not give up when it comes to a task given to her, she is not amenable and often clashes with her superiors and those in the place of authority.
    Confident in her abilities, she loves to flaunt them and at times, she can get over confident, her downfall. Considered one of the best climbers of those her age in her tribe, she once got way too over confident and decided to climb a tree higher than she usually would. It was safe to say that she was confined to her bed for a month of healing before she could even move again.

    History
    TBA


  • Magical Abilities
    While not everyone prefers it, as it is the most taxing and volatile, Vanya uses totems to channel the magick of the earth. If her concentration is lost, her magic can and will backfire on her, causing severe internal injuries.
    Although she carries around with her a number of totems, she can only use 5 totems at most currently at one use. Anymore, and she would experience a backlash that will cause her eardrums to explode, her nose to bleed and splitting headache.
    She would need to charge the totems, by meditating for one whole day after use.
    As her totems hail from the deep caves of the Wyven Mountains, the nature of her magic is cold and unfriendly.

    Current Spells she can use:
    Heal: self heal external wounds and alleviate pain for the user. Internal and severe injury cannot be healed. Without any feeling of pain, user might not realise how hurt they are until they drop dead.
    Requires 1 totem to maintain the ability for 3 consecutive posts.

    Shield: A transparent Dome in which will cover a radius of 5 meters and can protect her from any magical attacks as long as they are of the same level or lower than her. This shield keeps those inside of it warm whilst those that come in contact with it from the outside will experience frostbite.
    Requires 1 totem to maintain the shield for 3 consecutive posts.

    Ice blast: A release of energy blast in which will knock away anything within 5 meters of the direction she casted upon. The air around will also drop to a dangerous level, ice forming against anything it comes in contact with.
    Requires 1 totem to repeatedly use this spell for 3 consecutive posts.

    Ice bombs: She is able to concentrate the manifested cold energy into small balls. The area of blast will be about a radius of 1 meter at the direction she hurled said energy ball. This will instantaneously freeze the target on the spot.
    Requires 1 totem for every 5 balls made.

    Solidification: She is able to create a semi corporeal form of any frozen inanimate object though she often only sticks to creating arrows as that was her best weapon.
    Requires 1 totem for 1 object solidified. Requires a prep of one post.

    Combat Related Skills
    She is able to shoot her arrows with fair accuracy. Up to 250meters on horse and 300meters on ground, she is able to shoot with accuracy 9/10 times.
    The further the distance, the less her accuracy.
    Others:
    She's a pretty good climber. A 20 meters tall wall is but a child's play to her. (who is she kidding. She can manage 15 with ease. But not 20.)
    She is fairly skilled at tracking and hunting as long as the tracks are below 2 weeks old. She's relentless and resourceful, at times tricking her pray to come to her instead.
    She is also attune to the earth. She may not understand the language of animals or trees, but she is able to read the signs left for her by the earth. Due to this, her tracking skills are at a quite high level.

    Inventory - To be Expended On.
    Bows:
    Arrows:
    Daggers:
    Armour:

    Totems:


  • Familiar/Mount:
    Athena: Athena was the first gift she had received from her family. She received Athena during her first birthday and the creature has been with her ever since. She is more so useful to send letters in exchange for meat. Otherwise, Athena prefers to laze around most of the time on her owner's shoulder.

    Freya: Aglæca met Freya when she was 30 years old. Then, the Freya was only a small cub, injured and shivering in the snow, with her parents nowhere in sight. Taking pity on her, Aglæca nursed her. And in gratitude, she would always come to Aglæca whenever she calls for her. She stays freely in the forest for the most part, except for when she is called.




 
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Exile
Male/210/Orc

Mercenary




Bruha Ugdul
  • Appearance 6'4" 200 lbs with a wide heavily muscled frame, he has a grey complexion and has piercings that adorn his face in a tribal style as well as large scars that covers a large part of his face, ranging from his mouth to his right ear, the damage also destroying his eye which he now covers with a cloth eyepatch. He wears an arm guard made of leather and studded with iron on his right arm, on his left shoulder is a spiked shoulder guard as that is attached to chitin armour that covers his back though his chest is bare. His legs are covered in iron armour, the joints around his knees are covered in leather as opposed to the iron. On his feet are are hard leather boots and his hands are similarly in leather wraps.

    Personality Dour with a stent of cynicism, Exile lives up to his name and constantly keeps to himself, often voluntarily excluding himself from others unless he has no other choice. He has some of the usual Orc traits, the bloodthirstiness and dislike of magic prevalent in others perception of him, unlike most orcs however, Exile has a slightly higher intelligence than the average Orc and knows better than to look down on everyone he meets, though he is still incredibly arrogant and looks down on non warriors. He is sadistic, often torturing his foes before allowing then to die and he sometimes consumes their flesh, believing that consuming the flesh of warriors will increase his own strength.

    History Born in an Orcish Warband, Bruha Udgul was the son of the Warchief, baptised in the blood of each major race. He grew up, fighting slaves with his bare hands until he came of age, to which he was given a choice of weapons, he broke away from the normal weapons of swords, axes and hammers, choosing to learn the spear instead. After 100 years of spearmanship, he finally mastered the way of the spear, though not neglecting general weapons and bare handed combat mastery as his warband demands.

    He started learning to take over as Warchief, learning the merchants tongue so he could communicate with other races, often leading raids and slaughtering only the warriors before convincing those left to hand over their possessions and survive, promising not to raid them for a decade. When questioned on his methods he merely replied "Why chase them so far away when they can bring their riches to us instead?"

    In time this was adopted by the rest of the Warband raid leaders, only hitting a target once every ten years before retreating back to their homes, this led to Bruha' reputation to rise up, threatening to overcome his father the Warchief and the Shaman that led the Warband, leading to internal conflict among them.

    This lead to a boiling point, the hatred between the three erupted violently, the father attacking the son, scarring Bruha's face and destroying his eye before the spear his son wielded reaped his life in turn, using his last words to banish his son. The rest of the Orcs naturally began the chaotic battle of dominance to determine the new Warchief, Bruha himself slaughtering half the males and some females before finally burying his spear into the throat of the Shaman, who cursed him to never find his place among another tribe or warband, earning him his new name of Exile.

    In the years that followed, he wandered the lands, looking for an honorable death among the warriors of different races, his battle prowess and disregard for his own safety in battle spreading his name through the different warrior communities. Finally finding a place in a renowned mercenary guild after saving the guild leader from a Wyvern that attacked them, burying his spear in its eye before using his fist and plunging into its eye socket, ripping its brain out and killing the creature in an unusually cruel fashion before collapsing from the overwhelming feat, the men he saved deliberating whether to kill him before deciding to rescue him instead, both as thanks and so as not to repay good with evil.

    After awakening a few days later, finding that the guild leader and his guildmates had rescued the large and heavy orc, he was given an interesting proposal, join the guild and act as one of the upper echelons to help enforce the rules and when the need arises, take on jobs and guard the guildmaster when he leaves the guild for business. Seeing no reason to decline and given the racism he usually recieved void in the man before him, he swore a bloodoath right there and acted as the head of enforcement, his centuries of experience in dealing with warriors far stronger than those below him giving him a larger than life impression on many of the members, especially given his lineage.

    In the decades that followed he regularly took on requests that involved killing his fellow Orcs, his methods cruel, hair raising and the what followed making others pale and blanch as he would normally engage in cannibalism and eat the flesh of the orcs, sometimes consuming them while they still drew breath just to enjoy the terror and pain that they were forced to endure. His reputation and name were often spoken in whispers whenever he made the rare appearance, and when he spoke, given the rarity of it, his voice, deep and rich, refined by his time among others, would either calm his allies with the confidence and arrogance he exuded, or terrify and enrage his enemies.

  • Magical Abilities No magical abilities.

    Combat Related Skills Grand Master Spearman Expert hand to hand combatant, Javelin expertise, General expertise in various other weapons.

    Orc Natural Traits

    Thick Skinned: As with all Orc purebloods, Bruha has skin as thick as the best hide armour, while it wont stop an arrow fired from a high weight bow, it'll stop the arrow from going deeper than it would otherwise if it entered a human or elf.

    Battle Blood: Often referred to by the other races as Berserkers Rage, Orcs have a tendency to lose themselves in battle, becoming highly efficient, if not perfect, killing machines. Though Orcs are still generally in control of themselves throughout this period, sometimes their battlelust overtakes their rationality.

    Uncommon Ability: Perfect Muscle Control: When being attack with bladed weapons he can tense his muscles in exact areas. Example, Being stabbed with a swordhe can tense his muscles around the sword, causing its wielder to have far more difficulty drawing it out, leaving him to counter attack.
    Another example is if there is a stab wound, he can tense all the muscles around the wound to staunch thebleeding, slowing the blood loss though without treatment he would still die after a linger period of time.
    The drawback if this ability is that is slows him down and he can only concentrate on one area of his body at a time, if he's stabbed twice at the same rime he'll have to choose which blade to halt. Another drawback is if he's concentrating and is attacked again, the muscles would loosen from the shock and make him have to start over again.

    Weapons/Tools Dwarven spear with tip made of Wyvern teeth
    Identity Token with Guild Rank and Insignia

    Money pouch, 100 Gold, 250 Silver, 100 copper.

    Necklace made of Orc fangs.

    Various Maps.

  • Miscellaneous stuff such as Relationships with other casts.








 
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Eraendril
Female/75/Wood Elf
Bisexual
Huntress/Adventurer


Eraendril Riverwood

  • IMG_2274.JPG
    Appearance
    Height
    : 5'5 (165cm)
    Weight: 50KG (110 pounds)
    Skin Tone: Light.
    Hair colour: Brunette.
    Eye colour: Green and Gold.
    Significant Features & Modifications: Three delicate gold rings on her left ear.


    Personality
    She's extremely curious and can even come across as childlike and naive at times, however, she is wise beyond her years, which can sometimes make her come across as distrustful towards those she doesn't know, especially outsiders. She may be hard to get to know, but once her trust is earned, you'll have a friend and companion for life. Eraendril is very strong willed, able to withstand attacks or strains on her mental fortitude, often following the philosophy of Mind over Matter, meaning no matter how hurt she is, she will always try to stay positive and to remind herself that physical pain is only temporary.

    History
    Eraendril was born in the very heart of Ashendale, home of the Wood Elves, to Blythswana and Thranduil Riverwood. Blythswana was the member of one of the Founding Families who married one of the royal guardsmen, Thranduil. They had a wonderful marriage that lasted well over 100 years, until one fateful day when Blythswana was attacked whilst strolling the outskirts of the forest by a vile and twisted beast that had somehow wandered into the Living Forest relatively unnoticed. She had barely made it back home before bleeding to death in her husband's arms. Her last words were of love for him and her daughter, Eraendril. After then, Thranduil consumed himself with his work, training Eraendril so that she may never suffer the same fate as her mother. She is trained well with a bow and a short sword, as well as daggers for more dirty fighting styles, all taught by her father, who loves her with all his heart, even if he is harsh sometimes, he only wanted the best for her.

    It didn't take long until her curiosity of the outside world started to become a problem, always wandering off to the outskirts, her mother's curiosity indeed, and this scared her father, who made sure she was ultimately prepared for what was out there after many attempts to keep her safe at home. Eventually he would need to let her go out into the world, despite being against it, he knew deep down that he would risk resentment if he continued to keep her from chasing her own dreams.


  • Practical Skills

    A master bowman, always hitting her target directly on, even up to 330 meters (1082 feet) away from her target (on horseback) and 400 meters (1312 feet) normally. (Her distance was trained, but also given by birthright, as elves are known to have better eyesight than most other races. Not all, but most.) She's a huntress by trade and a natural tracker, making her a force to be reckoned with if you happened to be exactly what she is tracking. She'll always find you, but you won't find her until it's too late.

    She knows magic, but she mostly focuses on more mundane magic that usually supports herself or those around her. She prefers supportive and defensive magic rather than offensive. She has her bow for that.

    She's adept in medical practices, however her skills could use refinement and a lot more practice.

    Elven born perks:

    Swift and agile beings, they're often weightless in the way that they move, causing their movement to be almost silent (when walking). One must be trained properly to become a feather foot.

    Perfect near and far sighted vision, able to detect the smallest of details on a leaf, whilst also seeing further than many other races, the Wood Elves are unique in the sense that their cousins do not share this particular trait.

    Alright night vision, due to their perfect sight, they naturally see better than others in the dark, however, a dim light is always advised as they're still just as vulnerable as anyone else when it comes to deeper darkness.

    Delicate Bones, although both a trait and a major set back, Wood Elves are light footed, and are able to land several meters from trees and structures without harm, whilst also being able to jump higher than most. This makes them perfect forest dwellers, however this also makes them more vulnerable in CQC, due to their fragile frames, this makes them more susceptible to broken bones and internal bruising from blunt force trauma, which is why they prefer magic and bows. Those who are CQ are usually trained under severe circumstances, and often lose their gracefulness for strength.

    Nature's Blessing (Wood Elves and Earthfolk only), being born a wood elf, and under the blessing of the Living Tree, Wood Elves are often one with nature, being able to adapt to their surroundings easier than others, whilst also having a deeper bond with creatures born from nature, more so those that live under the Living Tree's protection. (This is nullified towards creatures of darkness and evil, and not as strong towards creatures that aren't forest dwellers). This perk shows its beauty in the fact that most wood elves have deep companionship with a beast. Wood Elves must earn respect and trust through an old and magical ritual where the elf is made to live alone in the forest for 5 months, and then returning with or without a lifelong familiar. (Different from a witches familiar)

    Natural born Hunteress, Wood Elves, along with Earthfolk, are naturally gifted when it comes to hunting, as it is a generational embedded skill that all Wood Elves are required to possess.


    Currently known spells:

    Clairvoyance - A spell used to enhance one's perception and make a path more visible to them. This is especially good for tracking in darker or more dense areas, helping you to locate exact locations. This spell only lasts up to 1 hour, and can only be used once a day.

    Mother's Embrace - A spell used to cloak an individual in a warm and comforting energy, which helps with sleep, pain (both mental and physical) usually used as a sedative to help those in the medical field. Thieves find it useful to use on their victims, making them tired and easily fooled.

    Photokinesis - Much like the name suggests, one casts this spell under direct sunlight, it has healing properties which can help heal internal and external damage. The spell lasts up to one hour, and cannot be used more than once every two days as it is incredibly draining. It doesn't completely heal an individual, it simply makes deadly injuries less life threatening and heal easier. One mustn't move whilst in this state, remaining either sitting or laying down where they cast the spell.

    Basic Healing - Just as the name Suggests, Eraendril is able to heal minor external injuries on either herself or others, she can use this spell often, however If she abuses it there will be minor drawbacks.

    Adept Healing - Something she is currently learning... basically the same as Basic Healing although she can heal more intricate afflictions. Cannot use this spell properly until trained more.

    Living Roots - An Intermediate arrow enchantment that explodes into a tundra of roots upon impact to increase the damage and range of the attack.
    Only 5 arrows can carry this enchantment at a time, it also takes time to enchant them so they must be ready before a fight to be of any use.


    Inventory


    Zephyr
    - A beautifully crafted longbow, made from the root of the Living Tree, giving it an enchantment which subdues beasts of the earth when aimed at them. It doesn't work on dark creatures or people. Living Tree Wood is extremely hard to craft and harvest as only one type of craftsman can accomplish this with the Tree's blessing. There are only 10 bows like this in Rayan, all of them possessed by Wood Elves. It has delicate gold metal that runs around the bow like veins that strengthen its integrity, making it harder to damage or even break. It's also a very delicate design. She carries 30 arrows plus 5 enchanted ones.
    *12 Broadhead, 9 Armour Piercing and 9 Bloodletters.
    IMG_2283.JPG

    Mothers Necklace - A Necklace given to her by her father after her mother's death, an heirloom of their Noble birth. It was a delicate silver chain with a beautiful green gem of emerald carved into the shape of a leaf, to remind them of their humble beginnings. The Riverwood family was built from the ground up, having been poor lumbermen and craftsmen, they lived through hardship and made sure to remind their children, and their children's children of this story, so that they may never treat those below a more 'higher' status with unnecessary criticism. Wood Elves do not have nobles, only those who have earned a similar title from hard work, special deeds or from old founding families.

    World Map - An enchanted map that only shows places of discovery. One must explore and adventure forth to discover more on the map. It only shows terrain, rivers, roads, towns and cities.

    Satchel - Used to hold her belongings, the map, a coin purse, some packed food, light medical supplies and a few little extra trinkets.

    Twin Elven Short Swords - Normal, handcrafted steel daggers, nothing too special about them other than their delicate design, making them extinguishable to other race designs.
    IMG_2282.JPG

    Elven Hunting Dagger - Used for skinning and gutting flesh of game. It has an Elven prayer of thanks and blessings etched into the metal.
    IMG_2284.JPG

    Light Armour - Made from rich cloth and leather, this armour is perfect for hunters, if one can afford such a price. It comes with a scale design to make movement more swift and easy, whilst also retraining the ability to protect vital organs.
    Greens, browns and golds, all colours of the forest for blending in with her surroundings, she also adorns a green hooded cloak, good for heat, cold and water protection, making it a must for any adventure.


  • Familiar/Mount:
    IMG_2276.JPG
    Midnight - A Black Panther Senche Mount, she obtained him from her 5 month Wood Elf Ritual / Rite that she completed in her younger days. They have an extremely strong and intimate bond. He's pretty laid back and helps her carry most of her supplies that do not fit in her satchel bag.
    Sybil - A Leopard Senche cub born from her mother's Senche, it is untrained and still young, only a month old. She raised it from birth as the mother Senche was much too weak and eventually died. Many suspect that it died of heartbreak.

    Major Events

    Familiar Midnight
    : During Eraendril's 5 month Wood Elf ritual, a rite of passage for young Wood Elves, she was able to find and form a sacred bond with a male Black Panther Senche, whom she later named Midnight for his fur was as black as night. Their bond is deep and intimate, able to almost feel each other's moods and emotions, almost as if they could speak to each other.






Made by Esmeralda
 
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CU


Juniper
Female | 62 | Wood Elf
Herbalist | Adventurer


Thisbe Atheva

  • Appearance
    As a Wood Elf, Juniper's limbs are long and whimsical. Standing at a solid height of 6'1" and the weight of, given her elven nature, not very much, one can easily tell that she is not the most physically strong individuals. Perhaps they would not even find her threatening at all, what with her hand-made leaf and petal dresses and her feminine physique. One look at her face, however, would qualm any initial assumptions about her. Her full lips are usually pursued in contemplation, her long elf ears turning to catch even the faintest of sounds. Her eyes are the color of dawn, a soft yellow that tells of her intelligence. The rest of her features are pointed, a sharp chin and angular cheekbones pulling her skin a bit too taut. Like any elf, her skin is near flawless, a unique shade of olive that seems to have been mixed with the pink hues of spring. In the spring and summer months, her long hair is as pink as fresh new rose buds, however, the color fades into a rich brown as the seasons chill. Atop her head appears to be a thick casing of bark, a cosmetic choice she has adhered to for many years. She does not let it grow farther than the top of her skull and a few outward branches, branches that she frequently adorns with azaleas, hydrangeas, roses, and whatever else she is particularly in favor of when she decides to begin their growth. The small amount of armor that she adorns is leather, covering her midsection and flows in thick straps down her arms. A large belt clings at her waist, a plethora of small pouches and hanging plants constantly on her person.

    Personality
    A creature of curiosity, Juniper has always wanted to know the intricate workings of the world. As such, her curiosity has been the foundation of much of her personality. She isn't afraid to wander into an unknown location or situation, believing that experiencing something for oneself is the best way to understand anything. Rarely does she not have a question on the tip of her tongue, bidding her time until she can voice whatever arbitrary thought passed through her mind about something or another. Always looking for the most minute of details, she's become quite the observant individual. There seems to be little her light eyes miss, and when she does miss something, it all but devastates her. While she understands that there are always people who will be more learned in certain situations than she, that does not stop her from absolutely loathing any missed opportunities or the idea that she is not as clever as she believes herself to be. Like many of her kind, she is extremely proud. To be proved wrong or to be bested at something puts her in a sour sort, a childlike attitude towards the idea of loss. Her anger is often unwarranted, and she has been known to throw veritable tantrums if particularly upset. They are rare, however, as she does try to steel herself in most cases. Her emotions are often clear to read on her features, having not perfected the art of having a "poker face" in most situations. For the most part, she is a knowledge-seeker, someone constantly in search of answers that others can hopefully offer her.

    History
    Thisbe Atheva was born in the early morning in the shadow of the Living Tree, one more daughter born into the glory of life. Her parents were simple folk, born as she was and content with their way of living in Ashendale. It was soon clear to them that their daughter thirsted for more in this life, that her mind sought to know things other than the life of a Wood Elf. As a child she would constantly ask questions of other races, of what made the humans so greedy in the stories she was told or the orcs so brutal. Her family had no words, could merely shake their heads and try to offer her other things to think about. She was constantly given new books or tasks, always trying to keep her young mind preoccupied. However, that tactic could only work for so long.

    As she came into her adolescent years there was no longer a need to stay stuck to her mother's side, she could now venture out on her own. Ashendale was a great home, teeming with life and the most interesting of people. Quickly she learned to climb the highest trees, peering into bird's nests and looking for rare fruits. Even the Living Tree could not escape her skillful climbing, as she frequently climbed to the homes in it's limbs to speak to elves much older than she about whatever happenings had occurred to them. It was around this time that her affiliation with magic started to come to fruition. She learned that she could will too high branches down to meet her fingers, that the stubborn flowers in her mother's garden bloomed just slightly at her persuasion, and that she had a knack for remembering what each individual plant had to offer.

    It was during one of her adventures that she admittedly got lost, wandering just a touch too far past the area of forest that she was familiar with. A flash of light had caught her eye, and she had found it hard to turn back home when such a unique sight had been right in front of her. The sun soon set under the horizon, and she was lost in the darkened forest. Her elven eyes were helpful, sure, but that did not stop her from tripping and stumbling over every exposed root or too large fern. Soon she began to run, wishing desperately that she would see the lights of Ashendale and be able to find her way home. But her foot caught one last root, and she fell hard onto the compact earth of the Living Forest. Not knowing what to do, she merely curled in on herself, planning to wait until daybreak to search.

    However, as tears pricked at her eyes, a soft blue hue began to encompass her. A small Wil-o-wisp float beside her, gently moving away once Thisbe's attention had landed on it. She had enough knowledge of the forest to know what the creature was and wasted no time in following it. As she followed it, a few more could be seen, each gently floating in the direction of the first. Soon, she came to a clearing, a small outcropping of soft grass that withheld a single tree at its core. The Wisps led her to the base, traveling up into its branches, before drifting off into existence. Knowing it was still better to wait until morning to travel again, she fell asleep at the base of the tree.

    In the early morning light, a hunting party came across her, spotting her underneath a single Juniper tree. They quickly escorted her back to Ashendale. Her parents were thrilled to see her, relief, and exhaustion clear on their features. They made her promise to never do such a thing again, to always stay where she could make out the branches of the Living Tree.

    She promised, but even then, she knew it to be a lie.

    Her night in the woods invigorated her, made her wish to know a world outside the Living Forest. However, for a few years, she did placate her parents by staying relatively close. She took this time to hone her skills, to make herself useful in every sense of the word. She spent long hours training with the bow, but never found it as satisfying as when she could actually throw weapons. Throwing knives became her favorite, an intense art of precision and strength to be able to hit her targets over and over again. She also found chakrams to be something she had great skill at, and soon had a pair made to add to her weapon repertoire. Other than weaponistic training, she studied with a healer to learn medical practices and herbalistic ideas. Her magic honed into something that was equally as dangerous as her blades, an opportunity rising in her to bloom and end life.

    It was during her five-month ritual of rite that she came across the edge of the Living Forest. She had been having no luck finding a familiar to call her own, despite finding living on her own to be quite easy. There was but two weeks left in her ritual, and she found little hope in locating a lifelong partner. Not that was she was sad, per se, she had always had better ties to the flora rather than the fauna, but it was still disappointing. There were so many Wood Elves that had great familiars, like the mighty Senche or large birds of prey. But standing there on the edge of the forest, peering into a different world she was never supposed to step foot into, never having a familiar seemed like a tokenless thing. Never seeing the world however, that was a loss too great for her to bear.

    Her things were already packed, everything she would ever need was already on her person. So, she stepped out of the comforts of her homeland, and began her journey.

    It has only been a handful of years since her departure, a small amount of time for someone with at least another century ahead of her. There is still much for her to see, as she has mainly traveled to Azuriko and its surrounding areas. Money had been a problem at first, and she reluctantly sold some of the medicinal plants that hung at her waist for some kind of currency. She has since scavenged to replenish her stores, always charting down different plants she's found and their uses in her journal. Every once in a while she will take on a bounty or head into a guild for something to take down, the money too good to just pass up when catching an enemy is always so easy.


  • Magical Abilities
    While much of Juniper's magic comes from a store within, some of her spells utilize components as well as her energy. Small spells require little to no outside aid, but the more difficult the spell, the more she will need to properly conduct it.

    Wood Elf Perks

    Small Spells
    These spells are spells that require little to no effort, almost like breathing. Juniper can choose to utilize them, or she can choose to go about things a different way. They predominately include spells that have little effect on people or the world.

    ✾ Speed Growth - The application of speeding up a plant's lifecycle, of inherently making flowers bloom prematurely or saplings grow a few extra inches. This can not be used on full-grown plants, as she cannot make a large oak tree grow any faster than it wishes to. This also only works once per plant, and only moves them one life stage. Say a rose has three life stages before it reaches adulthood, if she chose to speed up the first stage to reach stage two, she then cannot speed up to stage three.

    ✾ Move Plants - As plants are rooted to the ground, this is merely moving stems or branches if she may need. If she is climbing a tree and needs to reach a branch too far away, she can will the branch down slightly to meet her. If a bundle of grass is covering something she's dropped, she can wave her hand and they will part for her. This does not make the plants do something that would harm them, such as making a tree branch bend itself to breakage. And, after a few minutes, the plants will return to their former location on their own.

    ✾ Identify - If used, Juniper can glean the properties and typical use of an item. Predominately she uses this for cataloging the multitude of new plants she has encountered, but she can also use this on unknown items as a whole. Often she forgets to use this spell, finding most of the answers that are revealed to her could have been quickly deduced if she thought hard enough.
    Requires Components: The act of crushing a nut or seed to signify the revealing of what's inside. Takes little energy.

    Moderate Spells
    These spells require a greater amount of effort, and almost always some kind of component. She finds these spells easier to cast than her advanced spells, but they are still volatile and often do not do as she wishes.

    ✾ Reveal - If she is lost, she can use this spell to show her a path to follow. A thin blue line will shoot from her hands, twisting and turning in the direction she needs to follow. This spell is often very fickle, as finding a way out of somewhere does not mean it will offer up the quickest, easiest, or less dangerous path. Often this is a last resort for her, as she has not had good luck with the paths it reveals to her. However, if the situation is dire or she is already facing a dangerous path, there is no reason not to use it.
    Requires Components: A fistful of hard tree bark and the most fragrant flowers she has on hand. Takes a decent amount of energy.

    ✾ Heal - This spell is a spell known by thousands of people, and yet, this is Juniper's favorite. She can take her energy and heal people, to stop their bleeding and make them whole once more. If she is healing herself, she does lose energy, but less so than if she were to heal other people. Depending on the size of the wound it can take a small or great amount of time. A small cut of a few inches will take less than a minute, a giant gash will take much longer. The size of the wound also determines the amount of components used, as when she heals a steady stream of dried herbs flies around her and melts into the healing area.
    Requires Components: Any dried herb that carries medicinal properties, the amount needed varies. Energy use also varies.

    ✾ Hide - A spell that makes shadows grow longer and encompass its targets, making them harder to see and slightly quieter. It is a stealth-based spell that she can apply to up to three people at a time, choosing to include herself or not. If she casts it multiple times she can hide more than one set of people, but she is limited to casting this spell about three times a day.
    Requires Components: A water-based flower for each person she casts it on, such as lilies or lotuses. Takes a decent amount of energy.

    Advanced Spells
    Spells used predominately in combat, as these are last resorts if she cannot find another way to do something. They take a great amount of energy and resources, and if she uses one of these spells too frequently, she will be completely drained of both.

    ✾ Entanglement - Much like her "Move Plants" spell, this spell does move plants. However, the difference in this one is that it is ten times more powerful. As long as she can see her target, and that target is surrounded by some kind of plantlife, Juniper can trap them. Vines in the forest will spring up to wrap around them, the grass on the ground will stretch as far as it can and wrap around their ankles, even the trees will bend down to embrace them, keeping them locked in place for as long as she may need. The problem is that this spell requires a great deal of concentration, and if whoever she has trapped has someone with them, they can easily focus fire on her to release their trapped comrade. If people are standing next to one another she can tangle more than one, but often people are not close enough together for her to get more than one or two.
    Requires Components: Dead leaves and broken twigs mixed with the fresh soil. Takes a good amount of energy.

    ✾ Poison - Juniper has only ever used this spell a handful of times, as she does not like any outcome that stems from her using it. If Juniper can see her assailant and is far enough away, she can send a cloud of poison after them. The cloud is easily visible, however, but does move rather quickly. If timed right, it can be dodged before it dissipates. If it does hit you, well, there is little time left. It all but turns one's insides out, a bloody coughing fit the last thing someone does before they drop right where they stand. It does take a few moments, the pain just beginning to turn into agony before death. If she so chooses, Juniper can drop the spell and let the person live, but the damage to the lungs will still be there, no matter how great or small. It takes a bit of time to cast, as she must focus solely on her target and the spell she is casting. If her casting is interrupted, then a powerful blow to her own system is had.
    Requires Components: A copious amount of poisonous berries, which will turn into a thick mist once thrown into the air. She must first recite her spell words in elven onto the berries. She only has enough stores to do this spell twice before she must gather more berries. Takes a massive amount of energy, can only do the spell once every few days. If she is interrupted and she takes the brunt of the spell, she will be incredibly weak if not bed-ridden for a few days.

    Combat Related Skills
    ✾ Bow and Arrow - Proficient to Advanced marksmanship. With more practice, she would be better, but she finds herself only really using her bow when the range is a bigger problem than speed. If she can get close enough, she prefers to throw a dagger rather than shoot an arrow. With her race, however, a bow and arrow is almost like a second extension of herself. Can hit with accuracy up to 200-250 meters away on foot.

    ✾ Throwing Knives - Her preferred weapon of combat, she keeps a pouch full with a dozen or more on her at all times. While not as ranged as a bow, she can hit with pinpoint accuracy up to 100 meters away. She can take down the smallest rabbit or the largest stag with one simple throw. Whether she is throwing with her left or right hand, both are equally as accurate.

    ✾ Chakrams - Two circular blades that she uses for up-close encounters. She is a long-range individual, after all, and has also perfected the art of throwing these weapons at her enemies. They are heavier than throwing dagger, but she can still hit a target 50 or so meters away. If she has a perfectly lined up shot, the range grows to encompass about 65+ meters. Both of her chakrams are enchanted with a charm that makes them return to her once thrown, almost boomerang-like in nature. The enchantment only allots for three returns per day, if she throws a fourth time, she will have to walk to retrieve them.

    ✾ Climber - If in a nature-based terrain, good luck being able to know where Thisbe is. She can climb almost any tree, no matter how high it is. This gives her an upper hand most of the time, allowing herself to be both hidden and have the high ground. However, she has little experience climbing things like proper walls or cliffsides and is unsure of how she would fare.

    ✾ Swift - Extremely light-footed, almost to the point where she hops along instead of runs or walks. Her feet leave almost no tracks, and her passage is almost always silent. This provides ample opportunity for her to escape, or sneak up on people.

    Equipment
    ✾ Bow - Has a small quiver of arrows, as she rarely uses them. The bow is exquisite in design, but it is not of magical nature. [image]

    ✾ Throwing Knives - A dozen or so in a large pouch located on the small of her back, easy for her to reach back with either hand to grasp one. They are made of various sharpened forms of bones, horns, and teeth. [image]

    ✾ Chakrams - Two equally crafted completely circular blades. They have two serrated portions, making wounds more jagged once they exit. Inside the circles is a handhold, covered in thick leather straps to protect her hands as best they can. [image]

    ✾ Journal - A small leatherbound journal that details various flora she has come across. Most familiar plants she doesn't need to flip through to identify, but unfamiliar plants she typically has to look up to remember correctly.

    ✾ Component Pouches - A multitude of small pouches carried on the belt on her waist. Some are small drawstrings, other thick buttoned compartments, but all of them filled with various nature-based materials.

    ✾ Other Items -
    A slim amount of money that she often forgets the conversion rates for.
    A few typical bandages that she utilizes if low on energy to heal herself.
    Some miscellaneous trinkets she's found interesting or pretty.




 
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CU


Hawthorne
Male | 29 | Human
Blacksmith | Sword for Hire


Julian Windlass

  • Appearance
    For a human, Julian is slightly above average in height and weight, standing at 5'11" and 172 lbs. With the work and training that he does, his body has turned itself into one taut with muscle. His shoulders are broad, jaw sharp, and his neck has thickened considerably since his teenage years. Obviously, he is not the size of an Orc, but he is a noticeable human to pick out from a crowd. If someone were to approach him, however, they will be met with a charming smile and easy-going eyes. Julian is not an intimidating person, by any means, and takes great care to have a smile plastered on his face almost at all times. His bright blue eyes are warm, inviting whatever conversation someone may have to include him in. To be honest, he is quite the handsome man. His thick brown hair touches just the tops of his shoulders, curling outwards on its own accord. He takes great care to keep his beard the way he likes, not ever letting it grow to encompass his whole face, or he just keeps it shaved. And while not a rich human, his clothing is well taken care of. Predominately he wears loose white blouses and sturdy breeches, covering himself with his leather and gold-inlaid armor only when needing its protection. The armor was made for him specifically, and it fits beautifully. His armor has gold detailing, sure, but it is made with functionality in mind. There are three zipper-like compartments that align with his ribcage on either side of him, along with belts that wrap around his waist and shoulders. The bracers and boots that he wears are made in a similar design, as well as the sheath for his sword.

    Personality
    The core traits of humanity are traits that one would not describe Julian as, once they got to know him. The man is selfless to a fault, always willing to give his hard-earned money to those that need it more, to lessen prices after hearing a particularly sad story (made-up or not), and never seems to complain about himself. Julien is also quite talkative, just not about important things. He does not care about where someone is from or what made them cross his path, but would rather ask about interesting stories or share some of his own. Often he will have a few quick-witted jokes, even if in hindsight they don't make a lot of sense. Chivalrous, humorous, and an upstanding citizen. With that, however, it is clear how gullible the man is. He does not understand why someone would feel the need to lie about something, and trusts, in most cases, that whatever he is told is the truth. This has often gotten him into trouble or simply swindled, but he tries not to dwell on it. He is someone that lives in the moment because living in the past will only continue to hurt oneself. Although, he does not have high expectations for the world. There are always disasters and tragedies, and he has stopped expecting any form of handout from anyone but himself. And while he wouldn't call it stubborn, he is very much set in his ways. If he knows how to do something, there is really no point in trying to learn a new way to do the same task. His unruly teenage years are long behind him, but if in a bad mood someone can quickly tell the difference between him being upset and his usual self. When upset, be it angry or sad, he quietly fumes by himself. He is not the best at admitting emotions or feelings, and more often than not would rather try to move on from something by himself than include anyone else.

    History
    Like any good hero or heroine, Julian Windlass was born a bastard child to his single mother. His father had supposedly been a traveling merchant his mother had fell into infatuation with but left town before his mother even began to realize she was in the beginning stages of pregnancy. Despite this, his mother did not love him any less. A simple woman, Amara Windlass had planted roots in a small farming village outside Azuriko, planning to live out her life in moderate comfort through the help of toiling labor. Having a son did not change that, if anything it brightened up her life in ways she would have never expected. Julian has never known another life than his own, but does greatly appreciate his mother for the life she gave him.

    As a child he spent many hours outside with his mother, helping her with whatever she may need. Usually, he was less than helpful, but what child really is when they're helping out their parents at work. The part of his childhood he remembers most were at night when his mother would make him dinner and they would sit next to one another on the floor by the fireplace. Often she would sing to him, or tell stories, weaving tales of monsters and Gods, of protectors and ruiners. He quickly learned of his mother's favorite God, or Goddess really, as she sang the most about her and would often take time to pray to her for answers. Elenia was her name, and she grew to be an important part of Julian's life.

    Once Julian turned into a teenager, however, he found the life of a farmer to be horribly boring. It held no interest to him, there was no passion in the work of picking and plowing fields all day. But there was little else that could occupy his mind... Well, there were two things that he enjoyed as a teenager. Girls and fighting. Whoever he could find that was dumb enough to want to fight him he'd challenge, even if he knew he was going to lose the fight. His mother bandaged him up too many times when he'd come home bloody, a smug smile whenever he'd won the fight. And girls, well, there were a lot of girls in his home village that were quite devasted when he decided to finally leave.

    Both he and his mother knew that village-life was not something meant for him, so at twenty-one, he left home in hopes of reaching Azuriko. It was a tearful exchange, but not a heartbreaking one. He had full plans in visiting his mother whenever he could, to repay her for her kindness whenever he got the chance. Reaching Azuriko hadn't been a problem, it was the culture shock and trying to make a living that bested him. There are so many people that live in Azuriko, races, and individuals he could have only dreamed of while living with his mother. But all of these people already had lives, had ways of making money and going about their days.

    It was on his first day in the grand city that he ran into a man named Alrik Hawthorne, a middle-aged human that claimed to have gone through a similar experience when he was Julian's age. Perhaps it was fate's doing, Elenia's will that allowed him to meet Alrik. The man offered him a room to stay in, as long as he worked at his smithery while he stayed. That was eight years ago, and Julian has dutifully worked alongside his mentor since. Alrik's a bit older now, and Julian all but runs the forge for him. A lot of customers that come in only know that they're looking for a "Hawthorne", and he regularly gets called that in their confusion. In the beginning, he tried to correct them, but it's much easier to allow them to think they're right than to try and correct them.

    Alrik had a wife and child when Julian first accepted Alrik's offer, and since then the household has only grown. Two more children and a young dog keep the house in constant mayhem. Julian is just as grateful for the Hawthorne family as he is his own mother, however, and does what he can to help out with the children when he is around. In almost every sense of the word, Alrik is the father Julian never had when he was a child. His family is Julian's family, and he does his best to cause them as little problems as he can. Although most days Julian is glad he has his own private room off the side of the forge, as actually living in a house of screaming children might be different than dealing with them every once in a while.

    He does not stay completely with Alrik and his family, as he will often return home for a few days to visit his mother and do whatever work she may need around the house. If he cannot visit her, and even if he can, he often sends her letters to better stay connected. Also whatever money he thinks she may need, as she is getting older and he'd hate for her last breathes to be her still stuck in a field trying to achieve her retirement. Besides traveling to see his mother, he often takes on jobs where someone needs a bodyguard or simply needs one more hired goon. It's not the best form of money, but hell, a lot of these rich types pay good money for a big guy to follow them around with a sword.

    While he is still relatively young, for a human, he still is unsure of what it is he wishes for out of life. Others in his position would desperately hunt for their unknown father, but Julian has no interest in the man. A man with a gift for wielding swords would no doubt want to prove he is the best, right? Well, Julian already knows his skill level, he does not feel the need he had as a teenager to thoughtlessly seek out opportunities. For the most part, he feels as if is life already becoming stagnant, as if he has fallen into the same routine of life that he mother did, simply at a slightly different location. He works tirelessly over heated metal the same way she works in the fields, and yet, wasn't that the life he wanted to get away from? At the moment, he is waiting for what his purpose is in life, for Elenia to reveal what fate has in store for him.


  • Magical Abilities
    Has no magical use. However, does not mind people that do have magical abilities. He does dislike when humans use magic based technology, as he sees it as something humans have no right to have. If a human is born with magic, that is a different story, but those individuals are few and far between those without.

    Human Perks

    Combat Related Skills
    ⤝ Rapier - His pride and joy, Julian's rapier is the only weapon he truly prides himself in his ability to wield. It is not the most typical of rapier, as it is quite a bit longer and the blade wider than that of others of its kind. Rapiers are typically needle-point thin to inflict puncture damage, but Julian's blade is designed for both puncturing and slashing. It is still quite heavy, and it's designed for more strength than it does speed. If he manages to hit someone, they will know they have just received a grievous wound.

    ⤝ Blades - While he does have a preference for his own sword, almost any blade he has had some training with. Long swords, short swords, daggers, falchions, scimitars, simply give him a blade and it will know it's purpose in his hand. This is thanks predominately to his work as a blacksmith, where he has learned to forge most of these weapons. Knowing how to wield and craft a weapon is different than using one in battle, and he would rather not risk switching out his sword anytime soon.

    ⤝ Hand-to-Hand Combat - As a man of steel, he has had little need to utilize his fists in a fight. However, he's never lost a good bar brawl. Growing up he did not have the access to hand-crafted weapons so easily, so it was much more efficient to simply train in the physical sense. He could tone up his training a bit, as he focuses a bit more on weapons these days than he does his fists.

    ⤝ Strength - It may not be the strength of other races but pitted against other humans Hawthorne is not someone to scoff at. When his and another's sword lock, he has been known to smile brightly before roughly shoving the other away. It is quite helpful to know that at least in the act of pinning an opponent or blocking their moves, there is little he has to fear. It is the overly quick individuals that are his bane, the ones that offer up lightning-fast attacks and unpredictable movements.

    ⤝ Stamina - Wielding a sword as large as he does, it takes a great deal of stamina to be able to swing the blade over and over again. Often in fights, it will seem like he has endless reserves, attacking again and again until the loser admits defeat or truly loses. He does have a great stamina buildup, but while fighting it only seems this way because he pushes himself too much. After a particularly difficult fight, he will all but drop his sword, arms spasming at the over-use. For the next few days he'll be sore, but nothing he's not lived through before.

    Equipment
    ⤝ Rapier - Affectionately nicknamed Elenia's Gaze in nod to both his mother and her chosen God. It was one of the first truly workable blades that he crafted, a keepsake of sorts that has become his most personal bodyguard. It usually hangs in a sheath at his waist, although it's more of a holder for the pommel than it is the blade, as the blade is much too long to be properly sheathed at all times. It takes a lot of care to keep it sharp, and most nights he can be seen with polish and whetstone to keep it in shape. [see appearance image]

    ⤝ Pocket One, Upper Leftside - A small hidden dagger, one that he seldom uses or remembers he keeps on him. It's for emergencies, but if he forgets about it then it can't be doing much good. [image]

    ⤝ Pocket Two, Middle Leftside - Money. He keeps quite a bit on his person and likes to keep it close to heart.

    ⤝ Pocket Three, Lower Leftside - Clean cloth and a small number of medical supplies. Isn't great with bandaging himself up, but can usually get the job done.

    ⤝ Pocket Four, Upper Rightside - Keeps whatever he needs to sharpen and polish his sword. A whetstone is a must, oil or polish, a rag, and whatever else he may need.

    ⤝ Pocket Five, Middle Rightside - The most recent letter from his mother. It will be replaced with her newest one once he receives it. Alongside it is a handful of blank pieces of paper and a pen, for whenever he feels the need to write something to her.

    ⤝ Pocket Six, Lower Rightside - This one stays empty for the most part, sometimes he'll fill it with something he's bought randomly.





 
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Basic
Nora Greenbryre
<< Wraith >>
73 || Female
Huntress / Wood Elf
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Appearance
6'3" || 54 kilos / 120 lbs
Honey brown / olive || Green
Description: Warm brown hair (worn in braids or dreads), high cheekbones, full lips, and big, bright eyes, usually wears loose, comfortable hunting gear made with leather and cloth. Usually wears green or brown and avoids bright colors or anything revealing.
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Attitude
Personality : Nora is hardworking, loyal, and dedicated to her people and forest. She's curious by nature and always seeks to learn more about the world and the people / creatures in it. She loves nature and feels most at home when communing with the forest and the wild beasts living there. Despite wanting deeper relationships with other elves, she often finds herself seen as an outcast because of the rumors often spread about her time beyond the forest. People fear her because of her familiar, so she spends mos tif her time with nature and her wyvern.

Quirks and habits :
Nora loves music, and can often be heard singing in the forest canopy. Her voice is actually quite beautiful, but she has little confidence in her ability and so rarely lets people listen to her. She has a habit of taking to the canopy with her wyvern whenever she needs to think, and finds the silence of the air relaxing.

Likes and Dislikes :
Nora adores art, and has always wanted to learn to paint but it absolutely dreadful at it. She loves to dance (in private), sing, and commune with nature. Her magical ability allows her to feel what she calls "the rythme of the forest", and she often loses herself in meditation. Often, Nora can be found practicing her magic in the canopy or in various parts of the forest. As a rule, she hates anyone or anything that causes harm to nature. Since her escape from her former "master", she has a deep fear of high elves and orcs, though she refuses to talk about it. She hates chains, the sound of slamming doors,
and being touched anywhere by anyone she doesn't know very well.


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Background
Family Background -

Nora's father - Aldriel - comes from a long line of warrior-guards that have served the Elder of her village for a thousand years. He is a strong, broad man who is highly respected and beloved by the community for his service and loyalty to the Elder. Her mother, Myriela, is one of the most talented healers alive. She is the High Healer at Everbryre, a school for healers that travel from across the land to learn the art. Nora - being their only child - was expected to follow in one of her parents footsteps. She did not.
Childhood -
As a child, Nora was a troublemaker due to her sheer curiosity. She was constantly wondering past the borders of her village, and often got into serious trouble because of her desire to see more of the world. Still, her parents adored her and raised her with love and patience. However, despite their efforts to be impartial, both parents put pressure on Nora to follow in their footsteps.


Teens -

When Nora came of age to undergo her trial, she and her father had a massive fight. He wanted her to enroll in her mother's academy, and to follow a Healers path despite the fact that her steadily growing magic did not align with Healing. She wanted to become a Huntress and serve the forest and her people, but he refused to hear it. This lead to her running away with her Senche, Zamora. She reached the very edge of Ashendale Forest, only expecting to go just beyond the tree line as a way to prove to her father she was strong enough to make her own way. However, she was captured just out of the trees by a group of Orc slavers, who killed her beloved Senche and stole Nora away to be sold in a village in the North, along the border of the Frozen Forest. There, she was purchased by a High Elf called Maldron, a cruel and heartless male who only cared about pleasure and riches. He abused her, tainted her purity, and nearly killed her twice for disobeying him. Eventually, though, she was able to escape into the forest and made her way into the mountains. Unable to see properly I'm the frozen wasteland, though, she quickly became lost and began to starve. However, when all seemed lost, and wolves cornered her in a vast, frozen cavern, she was saved by the unlikeliest of creatures : a young wyvern. The beast joined with her and killed the wolves, and in doing so forged a Familiar bond with the young Wood Elf. Bonded and able to share her fear and desperation, Nora was able to convince her companion - who she named Qímar or "Ghost" - to leave his mountain home and help her return home. She and her Familiar had a long journey, and through it became incredibly close. When they finally made it to her village, Ghost was nearly killed on sight, but their bond spared him, as a Familiar is an extension of one's own soul.
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Current -
Nora has fulfilled her dream of becoming a respected Huntress, using her powerful Beast magic to aid her in her duties. She has also begun to grow her ability to manipulate Earth, but believes that finding a teacher would be best. Ghost has begun to outgrow their village, and needs more room to grow and fly. For these reasons, as well as the growing tension between her and her father, Nora has decided to journey to Ashendale, where she is certain she can find her true place in her world.
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Life (Roleplay World)

Physical Abilities:
Nora is an excellent shot with a bow, after spending decades honing her skill. She can throw daggers with fair accuracy, and is sufficient in hand to hand combat. Beyond that, her natural abilities as a Wood Elf make her light footed, swift, and keen eyed.

Magical Abilities:
Nora is highly gifted in Beast Magic - especially mimicry. She can take on attributes of creatures she knows well (Speed, agility, eyesight, strength, etc.) and can connect with wild animals to aid her in battle. She also has natural ability with Earth Magic, and can manipulate rock, soil, mud, and anything that comes from the Earth. Both abilities are limited depending on the number of times they are used and strength of the magic. When using her ability to Mimic, Nora can only take on - at most - two attributes at a time. The longer she retains those attributes, the weaker she becomes and the longer it will be before she can use the magic again. As for her Earth magic, the price is very much physical as well as mental. Moving large amounts of rock or earth will exhaust her quickly, while only manipulating small amounts will drain her over time. However, the longer she goes without using her power the stronger her magic will be when she eventually needs it. Using her magic for too long will result in mental exhaustion, which can leave her tired, aggravated, or even depressed for days at a time.

Weapons/tools:
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Vulk
Skitterleap
13 || Male
Ratman


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Appearance
Vulk stands at a measly three feet and five inches, small and diminutive like the rest of his kind. Weighing in just barely over eighty-seven pounds. Though he is far from being a heavy weight or a dangerous fighter in close quarters, he is fast and nimble, with wiry muscle adorning his frame. He wears simple, practical clothing made from solid, durable leathers. With also hemp cloth wrapped around his legs and forearms.

A thick leather vest adorned with pouches, pockets, and bandoliers rests on his frame on top of the rest of his clothing, made for carrying vials and flasks of various potions, magical or otherwise. Besides carrying such things, his vest also carries bolts for his crossbow, throwing knives, darts, and various tools such as ones for picking locks/disarming traps.

Vulk has black fur the same color as that of a raven's feathers, which in the societies of his people, marked him for the ratman art of potion making. His keen golden eyes focus intently on whatever he gazes at. A habit he has picked up from careful sharpshooting with a crossbow, or carefully measuring out precise amounts for mixing in alchemy.

When not focusing on something, his gaze moves about continuously, a habit of survival and just general environmental awareness that is drilled into the head of every pup from a young age. Ratmen are smaller and weaker than other races, being aware of your surroundings may be the one thing that keeps you alive.

He is quite fastidious and does his best to keep himself nice and clean, giving his fur a nice sheen


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Attitude

Vulk is calm and collected, any rat selected for the arts of alchemy is drilled in self-control. Alchemy requires precision, and mistakes are costly. When he sets himself to a task, he settles into a zen like calm and focus, most especially when he is sharpshooting a target. You might think this would make him aloof or perhaps reserved, but Vulk is outgoing and friendly towards others. The world is something to be explored, and it is full of experiences. To ratfolk, memory is what composes the soul, so every experience makes your soul more full of character and sensation.

The more full your life, the more you have experienced and seen, the greater your soul and spirit, you are the sum of your experiences.

This is psychologically in line with other ratfolk as well, thus they view amnesia, memory loss, or anything that can cause it as damage to what makes you who you are, if one was to lose their memory that person may as well be dead. Thus there is some superstition and fear of wizards, for their are rumors they can alter memories, and thus alter the core of who you are.

Vulk is however, not a fool, while friendly he is nonetheless wary and cautious when meeting new people, the ratfolk are aware that they are considered to be freaks of nature by some, some that would gladly kill them if given the chance. All know the legends, humans killed dragons for merely existing, and then twisted the world with dark magic.

While everyone is a potential friend, everyone is also a potential enemy too, it is wise to be cautious until you can determine which they are.

Too curious is a dead cat, and a dead rat in equal measure. That is what he has been taught his entire life.

Nonetheless, he remains optimistic about the opportunities facing him, Vulk wants to see new things, meet new people, try out new experiences, and make friends along the way.

As for what Vulk likes most out of life, he likes food. He loves the smell of food(of which his nose is very keen), he loves to cook the food, he loves to taste it, and above all he loves to eat it. Though there are things he will happily eat that other races would not consider palatable or even safe, but his ratfolk physiology has little trouble with.

This however does not mean he is incapable of cooking for other species, he is aware of what others may find palatable and what others may not, he considers himself a connoisseur of dining, of trying different ingredients, and he has tried many different things. Cooking is a lot like alchemy, just with different results and goals and a lot more leeway for error.

This, combined with his potent sense of smell means he is quite excellent at determining not only flavors for one's enjoyment, but he can even smell anything that would make someone sick, especially given his background as an alchemist, he can tell with careful application of his sniffer if the food is spoiled, or poisoned in some way.

Poison afterall, is a daily thing in ratfolk life. Once old enough ratmen regularly ingest various toxic things, such as various poisonous plants. The purpose of this is bizarrely enough because they enjoy the flavor of various toxins, but also because it helps keep their immune system and physiology healthy. Ratmen have such a strong resistance to poisons and diseases for this very reason. Ratfolk cultivate toxins in their homes, both from animals, plantlife, and fungi. Both for the purposes of creating potions and poisons, but also for this culinary appetite of theirs.

Thus, the advice to anyone who spends any time with ratfolk is this, do not take any offered alcohol if you are not certain it is safe for you, for ratfolk are capable of distilling booze more potent than anything even dwarves can handle. As Vulk would be the first to inform you, ratfolk booze meant for ratfolk hits other races like ground glass.

All of this actually however means Vulk has a very discerning palate, thus anyone lucky enough to keep his company and can supply him with ingredients will find he can cook excellent meals.

This is his main hobby, besides alchemy, which is both hobby and occupation. His other is simply practicing his aim, with both thrown weaponry, and bows. Having a deadly aim is key to survival to any ratfolk who expects to have to fight for their life one day, so a wise ratman will learn to love getting good at it.

If there's anything he dislikes, it's simply unnecessary violence and contention with others.

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Background
Vulk comes from a clan that lives in the sewers beneath Azuriko, which are maintained by the ratfolk in exchange for peaceful relations with those above ground, knowing that perhaps some might find them distasteful. Family is everything to the ratfolk, highly communal they rely on each other in tight family units, and those family units in turn rely on other family units to form the clan as a whole. The ratfolk are far from stupid and are well aware that they are physically very weak compared to many surface-dwellers, so team work and strength in numbers is relied upon.

Those born with black fur are marked for being alchemists, ratfolk can be superstitious, and believe that the color of your fur decides where your abilities lie. Vulk was born with such black fur, and was thus once old enough, apprenticed to his master. An old ratman who was reaching the end of his days, and was pleased to have a chance to pass on more of his teachings.

His master was harsh, but fair. Vulk was praised when he did well, but because alchemy is a costly trade, he remembers being beaten(though not hard enough to do anything but leave painful welts) for making mistakes with potion making. Vulk holds no resentment towards his master, understanding his motivations.

It did also teach him focus, and precision, there can be no errors when making potions, the reagents are difficult to acquire or expensive. Each one also requires a portion of your blood, and having small bodies means the ratfolk can afford to make mistakes even less than other races in that regard.

Vulk's master also would if he thought his apprentice was not paying sufficient attention or focusing enough, often reach out very quickly and yank hairs out of Vulk's tail, a painful reminder to keep your attention on what your master is teaching you. If Vulk were to give an analogy to a human, he would say it would be like yanking hairs out of your nostrils.

He was taught these by the old man, and he was taught also the ways of the ratfolk, namely moving unseen and unheard, and how to precisely land shots from a bow of any kind, or from throwing knives. These Vulk was not taught by his aged master, but by several 'Gutter Runners' as they were called, the master assassin's and guards of the clan. Assassin's because sometimes an attack can be turned aside with one, precise, well placed attack.

Their duties were to guard the clan from those that would harm them, so they plied the trade of killing only against enemies. In Azuriko this was essentially never needed, the sisters ensured that if the clan had a problem with someone trying to harm them in the city they could take it up with the law.

However the Clan has need to go out on foraging runs on many occasions, both underground and above ground, for food, alchemy reagents, and anything else the ratfolk need. Their culture placing a firm emphasis on self-sufficiency, so Vulk had once sufficiently trained been on many of these excursions, protecting those doing the work, more than once he has fired a crossbow bolt laden with poison to fend off an enemy that would mean harm to his clan mates.

Generally for most things, mundane toxins get the job done, there are plenty of natural toxins from plant and animal in the world to meet most needs of the ratfolk for these, magical toxins are held in reserve until met with a powerful foe that warrants the use of the deadly alchemical genius of the rats.

When these toxins are brought out to bear, enemies beware, for these toxins are truly fearsome to face. It is said that the ratfolk have a rare poison that can fell even adult wyverns with a single strike, however whether this is true or not has never been confirmed, but it is known they have a wide variety of magical poisons and acids to wield against enemies.

Vulk has learned how to create these, of course.

Eventually at the age of thirteen, ratfolk growing to adulthood very quickly, he has set out due to a population boom of his clan to explore the world, with the official purpose of finding valuable reagents for his clan, but in reality he is free right now to do as he wishes, provided it brings no harm to the clan.

Eager to explore, adventure, and discover new things, Vulk decides he wants to see everything he possibly can, perhaps even earn some glory along the way!


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Life (Roleplay World)
Physical Abilities
Vulk is very stealthy when he chooses to be, he prefers to rely on surprise attacks, ambushes or traps whenever possible. Usually by aiming down a spyglass to zero in on targets from long range, a single bolt covered in poison implemented for that particular target, and then retreat to allow the poison to do it's work.

If however that is not an option, he is still a good marksman in any situation, and can support others at range with his trusty crossbow, loading up poisons to weaken and debilitate the target.

If it truly comes down to it, he is trained with a blade, and will fight in melee with a shortsword and buckler, though he relies more on his dexterity than raw physical power, he can still be helpful in this situation even if he'd prefer to avoid it.

Being as small as he is can mean however he is easily overlooked, or can simply get in enemies blindspots and the like.

If the situation is truly desperate, he has flasks of magical acids that can be thrown at a target, but these are difficult to make and thus he tries to avoid any need to use them.

Outside of combat he is quite adept at scaling buildings or objects, disarming traps and breaking into things their owners would prefer remain locked.

Magical Abilities

Vulk, like all ratfolk, has no magical abilities

Weapons/Tools

Vulk carries a crossbow that is custom made, built for durability and reliability, clever ratfolk engineering allowing for relatively rapid reload(in about six seconds instead of ten or twelve). His bandolier which is stocked with many flasks and vials, along with pouches for carrying many different things.

A short sword, tools for picking locks and disarming traps, and ammunition for his crossbow.

All of these are simple, but well made.
 
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ASC

Lancelot

Wahshy/Thazeen

He/She | 50
Warrior - Witch

Appearance
As a human male, Wahshy was taller than most. He stood at 6'7" and towered over other males. Years in the sun contributed to his dark skin. And his daily practice contributed to his muscly form. He kept his dark hair cropped and short, hating it to be any length longer than his nape. His wardrobe only have white shirts, which he loved to unbutton and loosely fitted dark pants.

The female orc, who calls herself Thazeen, was the opposite of her male self. She was of a normal human height, at 5'6". While his face was angular, hers was softer. While he preferred simplicity, Thazeen loved to dress herself up. Her wardrobe consists of different materials and styles of clothing, often opting for clothes that would accencuate her curves.




Personality

Despite his looks, Wahshy is gentle. He dislikes arguments, and is a lover of all cute animals. A little bit of a loner, Wahshy does not socialise a lot. He is highly dedicated to practicing and honing his abilities on a daily basis. He is polite with everyone, and tries not to do step out of his line.

Thazeen meanwhile, is a highly sociable person. She loves to be at the scene of a commotion, and at times aggravate situations. A cheeky and petty girl, she is quick to use spells on those she dislikes. She is very childish.



History
Family
Wahshy's mother, Maria, Lived with the nomadic tribe of the plains. While no one could say that she was beautiful at first glance, her looks tend to grow on them after a while. Her radiance shone through her kindness towards others. Everyone agreed that Maria was enchanting. Many loved and adored her.

As she grew older, she attracted more attention. Almost on a daily basis, she would receive confessions of love. Some even proposed to her. Many a time would she find her caravan filled with gifts from suitors.

However, she had made clear of her free spirit. She did not wish to be tied down. And everyone accepted that she belonged only to herself. She was too much like nature, untameable. No man would want such a wife.

Thus, her marriage to Sanson shocked everyone. Without any rhyme or reason, she decided to leave her tribe. Soon as she felt ready to settle down, she met Sanson. Although it was only by chance, the two fell in love quite quickly. When he proposed, she readily agreed and prepared to move to the village.

Life could not get any happier for her. She walked on cloud nine every day she spent with him. They filled what the other lacked, and pushed themselves to be better. They were undeniably perfect for each other.

However, their happiness was short lived. A year into their marriage, The ruins of {ins name} appeared near their village. Without much choice, all men who could fight went into the tower. Sanson did not excuse himself. Together with the rest of them, he entered the dangerous tower, aware of the risk that awaited them.

For five days and nights, Maria prayed for his safety. But her prayers were not answered. What came instead, was a band of orcs that pillaged the village. They forced the women to serve them. They tainted them with their seeds laughed at their misery. They were subjected to vile and depraved activities for a week before a group of hunters from Azuriko arrived and eradicated the orcs.
They came too late. Bruised and battered, some of the women were driven to end their lives. They could no longer find the will to live. Some left the village, in hopes of starting anew. But Maria and a few others opted to stay. Too many beautiful memories were made. And they could not leave them behind.
Childhood.

Wahshy spent the early part of his childhood in bed. Plagued by high fevers, nobody expected him to survive. Human halflings hardly survived the age of five. He constantly battled with his illness. And given the chance, he would play outside. He had a strong will to live. He dreamed of being a strong warrior, just like the stories of men his mother sang to him.

When he turned five and survived, he began to believe in the impossible. He pushed his body to its limit, and spent as much time outside as possible. He refused to be in bed unless his fever rendered him useless. He fought his illness every single step of the way.

Things worsened when he neared the age of seven. His fever came more frequent, and it was worse every single time. Despite his struggles, he could hardly even lift himself out of bed. Maria began to fear her son's life. He would not stop screaming a week into the battle. He'd scream until he passed out, then get jolted awake, and screamed again.

His human body could not contain the magical energy he possessed. With no way to let it out, it was burning him from the inside out. Physically, he had no trace of being a halfling. With a full human body, he could not even imagine to hold it all in.

But all hope was not lost. The dormant orc blood in him, had unknowingly, been absorbing the magical energy part in him, which allowed him to sustain his life all these years. It had been thriving on his energy. With his life now at stake, the orcish blood decided to show itself. The change was physical. First, his skin turned green. Hair sprouted from his scalp, and his facial features turned softer and more feminine. His form also made the necessary changes to accomodate the more petite body.

The pain of change was so excrutiating, he screamed for days on end. It kept him up at night. And there was no rest for him. Every single moment was excruciating. He had no reprieve.

His only comfort was that his mother stayed by his side all throughout. She did her best to make himself as comfortable as possible. She stayed as strong as she could. All while holding her breath, afraid of what was to come.

When he completed his change, the room turned chaotic. A strong gust of wind entered the room, knocking things around him. It happened for a few minutes before he finally passed out, having exhausted his magical energy. Maria gasped at the sight in front of her. And tears gathered in her eyes. She burst into tears not moments after. And hugged the sleeping boy. Well, a girl. A young female orc. She did not know what happened, but she was thankful. The transformation had saved her child.

From that moment on, Wahshy possessed two forms; a male human, and a female orc.





Abilities

Physical Abilities
While Wahshy is rather strong physically, Thazeen is weak. She may be an orc, but she does not have the physical perks of an orc. Her body can be penetrated as easily as any human being.
Wahshy was one who'd train his body, till he was strong enough to pick up a boulder. He was obsessed with strength and physical activities, thanks to his childhood. And because of that, he pushed his body a lot.
His strength is rather comparable to warrior of the Abenaki clan. While he is not as durable as an orc, he possessed a similar skin trait, though at a much lesser one; i.e, a knife may not do damage to him, but a sword or dagger will.
Magical Abilities
Being a human, Wahshy possesses no magical abilities. However, Thazeen does. And while her magic is versatile in nature, she is more inclined towards hexes and curses.
List of Spells



Inventory

War Axe - Wahshy's war axe is sprite infused. He won this in a tournament when he was journeying through Isturis. When activated, it will release a crescent slash. This slash can cause tremendous harm to its surroundings.(within 5kms) It is only able to release it three times in a scene. And, the downtime is around 3 turns. However, he hardly uses it due to the harm it can cause.

Sword - Made by a master smith from his village. It was a gift on his 20th birthday.


Grimoire - Thazeen found the Grimoire by chance as she passed an antique shop in Azuriko, this is when she got really interested in Hexes and Curses.

Staff - More for decoration than anything else for Thazeen. A vain person, she bought it to make herself feel more like a witch.



Relationships

TBA


Made by Esmeralda
 
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Basic


Móran
<< The Shadow>>
42 || Genderfluid
High Elf • Hybrid • Werebeast
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Appearance
6'2 || 68 kilos / 150 Ibs
Charcoal || Ice-blue
Description: Ash-gray hair that is braided towards the ends and falls nearly to their thighs, Small chested, quite muscular, angular features, clawed hands and feet, black irises , Tends to avoid clothes in all possible areas due to the fact they can be ruined by a sudden shift at any time. The coverings they do wear are usually a long loincloth made from whatever scraps of cloth Móran is able to scavenge for themselves.
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Attitude
Personality : Móran's moods and personality can often feel as unstable as their physical body. There are days when they feel very much female and days they feels very much male. Likewise, there are moments Móran is hopeful, at peace, and even happy with their life, but more often then not they find themselves filled with despair and rage at what was taken from them. At their core, Móran is a peaceful soul that desires a life lived among others. Their curse, however, is that this would be impossible with their unstable magic and uncontrollable shifts into a violent beast. Because of this, Móran has become a reclusive, fearful, and at times even hateful person. Still, there is a beautiful soul hidden within their frightening appearance.
Quirks And Habits : Due to living alone in a place feared by most, Móran has to make their own fun. They love to follow hunters through the forest and pick up any small trinkets left behind to keep in their home. They've got a strange habit of braiding vines, thorns, or blade of y'all grass together in the forest along the trails or deep within the tree line. They can go without speaking a word for days on end, and can sometimes forget their voice entirely for weeks. This means they often communicate entirely using small clicks of the tongue, growls, murmured soft, wordless things, hisses, or other similar noises. Words don't come easily, and are often brief and quiet.
Likes and Dislikes : Móran loves the sound of songbirds, and has made themselves such a common sight to the creatures of the forest that the birds will almost never shy away from their presence. They enjoy climbing high into the ancient trees to watch the sky or sneak little glances at the villages far away on the horizon. Sometimes, the Beast-Elf will simply travel through the branches from tree to tree, watching the forest breath to remind themselves that they are alive. Móran has a deep fear of tight spaces, chains, needles, and the sound of metal on metal from their childhood. They aren't welcome among normal people, so they never get too close on the rare occasion that anyone enters their part of the forest. On a slightly lighter note, they don't like water because they hate the way their fur feels when it gets wet.
Hobbies : Trying to learn small feats of magic, wandering the forest, spending time with their animal friends, braiding their hair or other things into intricate, beautiful patterns, watching the sunrise and sunset from the canopy, spying on visitors from a distance to learn more about what life is like for normal people, carving little figures out of wood, learning to mimic other creatures, and adding little treasures to their cave.

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Background
Family Background -

Móran never knew their mother or father, as they were taken at the moment of their birth by the sick monsters that made them. Both of their biological parents are High Elf, but because of the experiment Móran has no way of knowing if they are more Beast or Elf.
Childhood -
While still in the womb, Móran - who would have been a healthy baby - was twisted through cruel experiments into a hybrid creature with the blood of many types of Werebeast. The blood of so many different beasts - a race utterly incapable of mixing their bloodlines in their own - came together forcefully through powerful magic used to bind the blood together. Instead of killing the baby like it should have, the experiment created a child unlike any before or - hopefully - since. Móran appears more Beast than Elf, and cannot control the magic that - for any other High Elf - would have been their blessing and gift. The beast blood - which rejects all magic - made it nearly impossible for the child to control their power at all, and so the magic builds and builds until it overflows and lashes out in chaotic, dangerous bursts. Unable to control their shifts into a viscous, hybrid beast even as a child, Móran was kept in a cell and only allowed out for brief periods during which they were forced to undergo humiliating experiments and tests.
Teens -
As Móran grew, they became stronger. This allowed them to slowly build up their strength until their escape shortly after Settling at age 19. They managed to kill the Elves who'd kept them their whole life and fled the keep where they'd lived - which they'd learned was on the southern border of the High Elf lands - to Arizuko, where they took up residence in a forest just inside the border to the kingdom. They have never been to the city, and don't really even know where they are or that they could possibly find a home in the city should they dare. All Móran knows is that the people in the village outside the forest fear The Shadow, the name given to the beast Móran becomes. Nobody knows that The Shadow has another form beyond the creature they become, or that they are actually a person.
Current -

Móran lives alone in their forest, but they often shadow the hunters brave enough to enter in order to catch snippets of their conversation. They've begun to hear tale of the darkness creeping across the land, and fear what may come to pass. Is their forest home in danger, and what will happen to the village? Also, the last few hunters have mentioned a city within the land, a place ruled by "The Sisters", who are supposedly meant to give aid to the people of the kingdom. Móran does not know who these mysterious rulers are nor where this city can be found. All they know is that they are afraid.​

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Life (Roleplay World)
Physical Abilities - As an Elf, Móran is quick, agile, and graceful. However, as a Beast, they are also strong and dangerous if challenged directly. Móran doesn't know how to wield a blade or even hold a bow, as they fight almost exclusively as a Beast. Whenever a threat appears, they shift without being able to control it. This means they fight as a large, hybrid creature capable of killing indiscriminately. Their beast form has the body and coat of a panther, the size and strength of a bear, the head of a wolf, the tail and horns of a drake or wyrm, and the teeth and claws of a senche.




Magical Abilities

Móran has magic, but is incapable of controlling the vast majority of it. The only real uses they have for their power are small, simple spells. They can light a fire, heal minor wounds, levitate small objects, etc. None of their spells are particularly useful or strong, but when the magic overflows and lashes out be careful. It is indiscriminate in who it harms.

Weapons/toolsF0861AA4-2460-44AF-B23F-FBCC2CE31A2F.jpeg
(Horns are more similar to the image given of their normal form, and their tail has lobarbs)​
 

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