Testing 1 2 3

Lillian Gray

Craft Master
Original poster
FOLKLORE MEMBER
Posting Speed
  1. 1-3 posts per week
  2. One post per week
Writing Levels
  1. Give-No-Fucks
  2. Advanced
  3. Adaptable
Genres
Fantasy, Romance, Medieval, Action, Magic, Sci-fi
Let's test some things.
 


TITLE FOR SHEET


Age | Gender | Sexuality | Alignment



  • Name:
    Character name

    Nickname(s):
    Character nicknames

    Date of Birth:
    Date; astrological sign

    Place of Birth:
    Place

    Ethnicity:
    Stuff n things

    "Ma nurilo cani! Dotole demilik ipef tetu notitief ecusi pelilum itatuco rop: Luperel tete te saluwo busieyas pi. Rievadat ipil lat nac avasur aseset nenotel raya nebacec."
  • Description:
    Paragraph description: how others see them, notable features, quirks, tells

    Identifying Features:
    Deets on scars, tats, piercings, etc

    Height:
    Height

    Weight:
    Weight

    Body Frame:
    Build

    Skin Tone:
    Skin tone

    "Ma nurilo cani! Dotole demilik ipef tetu notitief ecusi pelilum itatuco rop: Luperel tete te saluwo busieyas pi. Rievadat ipil lat nac avasur aseset nenotel raya nebacec."
  • First Impressions:
    Paragraph here

    Traits:
    Positive trait
    (+) | Description
    Positive trait (+) | Description
    Neutral trait (=) | Description
    Neutral trait (=) | Description
    Negative trait (-) | Description
    Negative trait (-) | Description

    Likes:
    4-6 likes

    Dislikes:
    4-6 dislikes

    Ambitions:
    Things to achieve

    Fears:
    Things to avoid

    Philosophy:
    "Quote on life"
    ~Person who said it

    "Ma nurilo cani! Dotole demilik ipef tetu notitief ecusi pelilum itatuco rop: Luperel tete te saluwo busieyas pi. Rievadat ipil lat nac avasur aseset nenotel raya nebacec."
  • Fully lay out backstory and personal history, get as detailed as necessary

    "Ma nurilo cani! Dotole demilik ipef tetu notitief ecusi pelilum itatuco rop: Luperel tete te saluwo busieyas pi. Rievadat ipil lat nac avasur aseset nenotel raya nebacec."
  • ~ Faceclaim is
    ~ Color code is #000000
    ~
    Random thing
    ~ Random thing
    ~ Random thing
    ~ Theme song is theme song

    "Ma nurilo cani! Dotole demilik ipef tetu notitief ecusi pelilum itatuco rop: Luperel tete te saluwo busieyas pi. Rievadat ipil lat nac avasur aseset nenotel raya nebacec."





Code:
[div=display:inline-block;margin-left: 6%;margin-right: 6%;background-color:gray;padding:1px;][div=background:url(BACKGROUND IMAGE IF DESIRED) repeat center fixed;text-align: center;border:10px white solid;border-style:double;color: white;padding:10px;font-family:georgia;]

[size=6]TITLE FOR SHEET[/size]
[div=background:url(https://pbs.twimg.com/profile_images/727438488/FU_best_press_photo_2.jpg); height: 200px; background-size: 100%; background-position: center top; width: 200px; display:inline-block; border-radius: 5%; border: transparent;padding: 20px;][/div]

[i]Age | Gender | Sexuality | Alignment[/i]

[div=margin-left: 4%;margin-right: 4%;background-color:white;color:black;padding:15px;font-family:georgia;]

[tabs][tab=General][color=#000000][b]Name:[/b][/color]
Character name

[color=#000000][b]Nickname(s):[/b][/color]
Character nicknames

[color=#000000][b]Date of Birth:[/b][/color]
Date; astrological sign

[color=#000000][b]Place of Birth:[/b][/color]
Place

[color=#000000][b]Ethnicity:[/b][/color]
Stuff n things

"[color=#000000]Ma nurilo cani! Dotole demilik ipef tetu notitief ecusi pelilum itatuco rop: Luperel tete te saluwo busieyas pi. Rievadat ipil lat nac avasur aseset nenotel raya nebacec.[/color]"[/tab]
[tab=Appearance][color=#000000][b]Description:[/b][/color]
Paragraph description: how others see them, notable features, quirks, tells

[color=#000000][b]Identifying Features:[/b][/color]
Deets on scars, tats, piercings, etc

[color=#000000][b]Height:[/b][/color]
Height

[color=#000000][b]Weight:[/b][/color]
Weight

[color=#000000][b]Body Frame:[/b][/color]
Build

[color=#000000][b]Skin Tone:[/b][/color]
Skin tone

"[color=#000000]Ma nurilo cani! Dotole demilik ipef tetu notitief ecusi pelilum itatuco rop: Luperel tete te saluwo busieyas pi. Rievadat ipil lat nac avasur aseset nenotel raya nebacec.[/color]"[/tab]
[tab=Personality][color=#000000][b]First Impressions:[/b][/color]
Paragraph here

[color=#000000][b]Traits:[/b]
Positive trait[/color] ([color=green]+[/color]) | Description
[color=#000000]Positive trait[/color] ([color=green]+[/color]) | Description
[color=#000000]Neutral trait[/color] ([color=gray]=[/color]) | Description
[color=#000000]Neutral trait[/color] ([color=gray]=[/color]) | Description
[color=#000000]Negative trait[/color] ([color=red]-[/color]) | Description
[color=#000000]Negative trait[/color] ([color=red]-[/color]) | Description

[color=#000000][b]Likes:[/b][/color]
4-6 likes

[color=#000000][b]Dislikes:[/b][/color]
4-6 dislikes

[color=#000000][b]Ambitions:[/b][/color]
Things to achieve

[color=#000000][b]Fears:[/b][/color]
Things to avoid

[color=#000000][b]Philosophy:[/b][/color]
"Quote on life"
~Person who said it

"[color=#000000]Ma nurilo cani! Dotole demilik ipef tetu notitief ecusi pelilum itatuco rop: Luperel tete te saluwo busieyas pi. Rievadat ipil lat nac avasur aseset nenotel raya nebacec.[/color]"[/tab]
[tab=Biography]Fully lay out backstory and personal history, get as detailed as necessary

"[color=#000000]Ma nurilo cani! Dotole demilik ipef tetu notitief ecusi pelilum itatuco rop: Luperel tete te saluwo busieyas pi. Rievadat ipil lat nac avasur aseset nenotel raya nebacec.[/color]"[/tab]
[tab=Other][color=#000000]~[/color] Faceclaim is
[color=#000000]~[/color] Color code is [color=#000000]#000000
~[/color] Random thing
[color=#000000]~[/color] Random thing
[color=#000000]~[/color] Random thing
[color=#000000]~[/color] Theme song is [COLOR=#808080][URL='linky dink'][COLOR=#808080]theme song[/COLOR][/URL][/COLOR]

"[color=#000000]Ma nurilo cani! Dotole demilik ipef tetu notitief ecusi pelilum itatuco rop: Luperel tete te saluwo busieyas pi. Rievadat ipil lat nac avasur aseset nenotel raya nebacec.[/color]"[/tab][/tabs]
[/div]
 


Henrietta d'Arc


21 | Female | Knights Templar



  • Name:
    Henrietta Ana Jeanne d'Arc

    Nickname(s):
    Henry | Hen | Plague Maiden

    Birth:
    1436 | Orléans, Loiret, France

    Death:
    1457 | Rouen, Normandy, France

    Family:
    Mother | Jeanne Baudot
    Father | Pierre d'Arc
    Aunt | Jeanne (Joan) d'Arc
    Various siblings and half siblings fathered by Pierre

    Species:
    Human and Witch

    Languages Spoken:
    French | English

    " I don't remember them . . . should I? My family means nothing to me now."
  • Description:
    Henrietta has sharp features, from her nose to her jawline, which almost give her a gaunt appearance in low light. Years of pretending to be a man have given way to some odd tendencies for someone of her height and gender. Henrietta walks with her head high and her chest proud, emulating an aura of superiority despite her short stature. She doesn't speak much, her voice is far too soothing and gentle for a battle hardened 'man'.

    She has raggedly short hair she cuts herself to maintain the appearance of a man. Her full lips are often set in a permanent smirk, and her cheeks are stained with a soft blush, giving away the fact that she is a woman through and through. Her eyes are a vibrant green, although she doesn't remember them always being this way.

    Identifying Features:
    A thick scar runs horizontally, cast downward beneath her right eye, from the tip of her nose to the edge of her jaw.
    Her legs are covered in burns below the knee.

    Height:
    5'3" | 1.6m

    Weight:
    130lbs | 59kg

    Personality:
    Patient, persistent, and mindful of her words. These three things are enough to describe Henrietta at a first glance, since she won't say much else to prove you wrong otherwise. Her lack of speech comes from years of hiding a falsetto tone, and has turned into a much more useful tool. She can hold her tongue in an argument until the other man has spun himself into an irresponsible frenzy.

    She harbors a great amount of anger over her death and subsequent slumber until her revival, and it has made her vengeful. Without anywhere to release her anger, Henrietta stews, giving the appearance of a stone faced woman. The time for tears and regret were long gone and done for the girl.

    "I am just as much a man, if not more, than most knights among us."

  • Equipment:
    Armor | Coat of Arms d'Arc | Steel Lance | Dagger | Longbow | Jeanne d'Arc's Lost Broadsword

    Magic:
    As a weak blood relation of a witch, Henrietta has the ability to cast curses and manipulate the elements at her command. Her curses are verbal commands to bring despair and suffering, sickness and death to those she casts them upon. They are slow and brutal pieces of magic that can take years to fully form, and are thus useless in the heat of battle. The more immediate side of her plague magic is a draining touch, which can sap the energy out of anything in her grasp. The ability was given to her by a true Pesta, or plague maiden, during her first battle.

    Henrietta's preferred element is fire. It was a familiarity and warmth she finds comforting when in control of wisps of flame. She has an innate fear and hatred for the water element and will not use it, despite any life threatening circumstances.

    Henrietta had to spent most of her time in secret practicing both her plague and elemental magic. She has much to learn, and at a price she is uncertain of.

    Skills:
    Plague | Fire | Poison | Lance | Longbow

    Affiliates:
    Jeanne d'Arc | King Charles VII

    "Death has graced me with his touch, one day I will be his, but it is not this day."

  • WIP - Edits and Additions to come

    History:
    [spoili]Henrietta graces the world as the second born to Pierre and Jeanne in 1436. The proud parents had dreams of grandeur for their daughter, of being a well bred lady of the noble d'Arc family. After Jeanne was burned at the stake for her crimes against the church, the d'Arc name left a sour taste in the mouth. Their sons and daughters would know nothing of of hearsay and only of the passion and valor of their aunt. And that was how it was. Henrietta grew up hearing stories of how the martyr Jeanne of Arc would rush into battle with her broadsword gleaming, and the victories she brought for France. Her father Pierre would play pretend with Henrietta and her siblings, mock sword fights and glorious speeches in the face of danger. Danger was so simple. The darkness around the corner, a large branch, a man with a mask pretending to be someone he's not.

    At the age of 12, Henrietta made a hard decision. Hearing stories of Jeanne wasn't enough. Being a woman in France wasn't enough for her, despite her happy upbringing. Even the desperate pleas of her parents weren't enough to keep her grounded. Henrietta abandoned her home to follow her childish dreams of becoming a knight herself.

    Her fortune, or misfortune, came with her joining an advancing regime on their way to Rouen. The men found Henrietta to be helpful, and at first allowed her to tag along to tend to the horses. She took on the guise of a man and became accustomed to being called Henry. The infamous Siege of Rouen was known for France's merciless conquest of the city. Thousands of French citizens starved to death, and the rest died in the gutters. What was supposed to be a glorious adventure had turned on its heels and thrown her down to Earth for the first time. Nearly dead in the ditch, Henrietta cursed the English. Cursed them for taking the city, cursed them for killing so many innocent, and cursed them for every petty thought in her mind, and in the heat of the fight she found herself face to face with a Pesta.

    Pesta, or plague women, feed on chaos and ruin. They bring about nothing but disease and death. This Pesta, in the form of an old beggar woman, had the plague in her emerald eyes and she sang sweet words to the dying child on the street. She helped Henrietta to realize her wicked genes. Jeanne, the Pesta said, was born of a witch, and in turn Henrietta was born of a witch's child. Henrietta and Pesta made a pact. The Pesta would save her life and grant her power, and in time the Pesta would return for a favor.

    When Henrietta awoke, men were calling her Henry, and she wore the outfit of a squire. She was entirely and utterly alone in the world. With no family and no memories to tell of, the French troupe accepted 'him' into their ranks and the rest was history. Henry trained in archery and in long weapons, as her stature was small and nimble. Shields and swords didn't suit her. It was in secret she studied poisons and her own magic. The Pesta would visit her in dreams to instruct the fledgling Witch.

    For years she hid among the French ranks, even seeing the end of the hundred years war with England. She earned her scars in battle, and grew to be a great asset among her team. In that time she had grown fond of a particular man, a knight by the name of Roland Delacroix. They were a team to be rivaled. Her with her speed and agility, him with his demonstrative power. Together they were unstoppable in the tide of battle, and back to back they were invincible.

    Henrietta admitted her lineage to Roland. That she was a relative of Jeanne d'Arc, and that she was a woman, that she had spoken to God and that just by being alive she was a crime to the crown. She was young and in love, and Roland was always at her side. It seemed natural to trust in him and lay bare her secrets. It would be the beginning of her downfall. In the end it was only time before she was found. The sway of her hips and her impish smile gave her away. Rumors began to circulate that Henry was not a man, and had committed a treacherous act. Cross dressing and impersonation. Roland had ratted her out, and in return she was to suffer the same fate as her aunt.

    In 1456 she was summarily accused of her crimes. They tried to burn her, but Henrietta would not burn. She moved the flames away with a twirl of her finger, and cursed the town she stood before. When she didn't burn, they tried again. For a week they let the fire burn, and Henrietta cursed them all. The next year she spent rotting in a cell, denied food and water until she was nothing but bone, but she did not die. A curse and a blessing were hers, thanks to the Pesta who awoke the Witch within.

    Finally, in the year 1457 Henrietta was denounced as a witch. She was sealed in a stone coffin and thrown into the river Seine. Beneath the calm of the river she grew tired, and closed her eyes in a vengeful slumber.[/spoili]

    Awakening:
    [spoili]
    Not much is actually known about Henrietta due to her impersonation as a man. The records the Knights Templar have were acquired through careful investigation into her persona Henry Foss. Henry's life began as a squire after the Siege of Rouen. He was successful and an eager recruit, but did nothing to stand out, as records indicate his name rarely.

    Records of Henrietta were even harder to find. Her father Pierre spent years searching for his daughter. He gave up his search man years after 'Henry' had come into existence, and he declared his daughter dead. Once she reappeared to be executed for her crimes, Pierre couldn't do a thing to save her.

    We weren't looking for Henrietta, we just found her. Of all the Knights we could have chosen to bring back, it was Jeanne we wanted, Joan of Arc to the modern tongue. Henrietta was the closest thing. It's just a damn shame the girl is a Witch.
    [/spoili]

    "A witch, a warrior, I am both and I am terrible."
[tabs][/tabs]
 
Last edited:
LILLIAN - CODE STRUGGLER
Location: Work|Computer
And as I sit here, contemplating life and the unknown, @Spectre of the Fade teaches poor Lillian how to make beautiful codes.

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Duis tempor dictum maximus. Proin sem massa, consectetur a vestibulum at, facilisis sed risus. Mauris in tortor sed sem tincidunt sagittis ut nec diam. Donec sed risus sit amet tellus lobortis porttitor. Proin ac justo euismod, dignissim purus in, dapibus diam. Fusce ut nunc mollis, mollis diam ac, laoreet diam. Integer placerat augue eu pretium congue. Nulla finibus odio ac neque tempus, pretium egestas orci porta. Vivamus a gravida quam, nec feugiat dolor. Quisque pulvinar sapien ut nisi venenatis, eu efficitur ex pellentesque. Cras cursus at est eget efficitur. Morbi quis luctus lorem. Sed tincidunt velit vitae turpis facilisis aliquet. Proin et magna ac dolor semper convallis. Phasellus purus enim, euismod vel pellentesque rhoncus, tristique ac justo. In vel rhoncus tellus, in posuere eros.

Donec eget molestie dui. Vestibulum id sagittis erat. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Cras tempor tortor diam, ac dapibus elit euismod quis. Cras fermentum ullamcorper tellus nec ultricies. Nulla massa neque, rutrum quis accumsan eget, rutrum nec eros. Phasellus quis nisi venenatis, iaculis ligula vel, vestibulum tortor. Quisque euismod cursus leo, eu pulvinar dui porttitor ac. Ut imperdiet gravida tellus, eu placerat diam maximus eu. Aliquam euismod, ante quis gravida aliquet, odio dui suscipit purus, eget interdum ligula arcu vitae elit. Vivamus et fermentum quam. Donec sit amet odio est. Donec non elit hendrerit, varius sapien quis, vulputate eros. Proin in nulla commodo, aliquet orci vel, tincidunt urna. Nunc congue a dui pretium interdum.

Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Proin enim turpis, dictum nec ultrices vel, ultricies scelerisque odio. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Maecenas efficitur tellus sapien, nec rhoncus nibh lacinia nec. Integer sollicitudin quam vitae mauris tincidunt facilisis. Duis suscipit porttitor sollicitudin. Aenean dictum commodo tellus, ac feugiat lectus lobortis sit amet. Fusce interdum convallis auctor. Donec justo arcu, hendrerit a ultrices in, egestas sed est. Pellentesque venenatis finibus hendrerit. Donec lacinia ante odio, ullamcorper dictum felis consectetur nec. Nulla quis est et est eleifend rutrum ut cursus dolor. Praesent id tincidunt metus. Nunc vel nisl mi. Maecenas aliquet justo in urna ultrices tempus. Nunc non metus orci.






Code:
[div=background-color: #436886;padding:3px;margin-left:4%;margin-right:4%;][div=background-color: #436886;text-align: center;border:10px white solid;border-style:double;color: white;font-family:georgia;padding:10px;position:fixed;][SIZE=6]LILLIAN - CODE STRUGGLER[/SIZE]
Location: Work|Computer
[div=width:45%;display:inline-block;margin-right:5%;background-color:white;color:black;font-family:georgia;padding: 8px;height:500px;overflow-y:scroll;]And as I sit here, contemplating life and the unknown, [USER=15270]@Spectre of the Fade[/USER] teaches poor Lillian how to make beautiful codes.

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Duis tempor dictum maximus. Proin sem massa, consectetur a vestibulum at, facilisis sed risus. Mauris in tortor sed sem tincidunt sagittis ut nec diam. Donec sed risus sit amet tellus lobortis porttitor. Proin ac justo euismod, dignissim purus in, dapibus diam. Fusce ut nunc mollis, mollis diam ac, laoreet diam. Integer placerat augue eu pretium congue. Nulla finibus odio ac neque tempus, pretium egestas orci porta. Vivamus a gravida quam, nec feugiat dolor. Quisque pulvinar sapien ut nisi venenatis, eu efficitur ex pellentesque. Cras cursus at est eget efficitur. Morbi quis luctus lorem. Sed tincidunt velit vitae turpis facilisis aliquet. Proin et magna ac dolor semper convallis. Phasellus purus enim, euismod vel pellentesque rhoncus, tristique ac justo. In vel rhoncus tellus, in posuere eros.

Donec eget molestie dui. Vestibulum id sagittis erat. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Cras tempor tortor diam, ac dapibus elit euismod quis. Cras fermentum ullamcorper tellus nec ultricies. Nulla massa neque, rutrum quis accumsan eget, rutrum nec eros. Phasellus quis nisi venenatis, iaculis ligula vel, vestibulum tortor. Quisque euismod cursus leo, eu pulvinar dui porttitor ac. Ut imperdiet gravida tellus, eu placerat diam maximus eu. Aliquam euismod, ante quis gravida aliquet, odio dui suscipit purus, eget interdum ligula arcu vitae elit. Vivamus et fermentum quam. Donec sit amet odio est. Donec non elit hendrerit, varius sapien quis, vulputate eros. Proin in nulla commodo, aliquet orci vel, tincidunt urna. Nunc congue a dui pretium interdum.

Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Proin enim turpis, dictum nec ultrices vel, ultricies scelerisque odio. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Maecenas efficitur tellus sapien, nec rhoncus nibh lacinia nec. Integer sollicitudin quam vitae mauris tincidunt facilisis. Duis suscipit porttitor sollicitudin. Aenean dictum commodo tellus, ac feugiat lectus lobortis sit amet. Fusce interdum convallis auctor. Donec justo arcu, hendrerit a ultrices in, egestas sed est. Pellentesque venenatis finibus hendrerit. Donec lacinia ante odio, ullamcorper dictum felis consectetur nec. Nulla quis est et est eleifend rutrum ut cursus dolor. Praesent id tincidunt metus. Nunc vel nisl mi. Maecenas aliquet justo in urna ultrices tempus. Nunc non metus orci.
[/div][div=width:45%;display:inline-block;][div=background:url(https://storage.googleapis.com/imgfave/image_cache/1360858841111280.jpg); background-size: 100%; background-position: center; height: 500px;border-radius: 0%; border: transparent;][/div][/div]

[/div][/div]
 
Last edited:
  • Like
Reactions: Spectre of the Fade

Henrietta d'Arc


Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim. Donec pede justo, fringilla vel, aliquet nec, vulputate eget, arcu. In enim justo, rhoncus ut, imperdiet a, venenatis vitae, justo. Nullam dictum felis eu pede mollis pretium. Integer tincidunt. Cras dapibus.

Vivamus elementum semper nisi. Aenean vulputate eleifend tellus. Aenean leo ligula, porttitor eu, consequat vitae, eleifend ac, enim. Aliquam lorem ante, dapibus in, viverra quis, feugiat a, tellus. Phasellus viverra nulla ut metus varius laoreet. Quisque rutrum. Aenean imperdiet. Etiam ultricies nisi vel augue. Curabitur ullamcorper ultricies nisi. Nam eget dui. Etiam rhoncus. Maecenas tempus, tellus eget condimentum rhoncus, sem quam semper libero, sit amet adipiscing sem neque sed ipsum. Nam quam nunc, blandit vel, luctus pulvinar, hendrerit id, lorem. Maecenas nec odio et ante tincidunt tempus. Donec vitae sapien ut libero venenatis faucibus. Nullam quis ante. Etiam sit amet orci eget eros faucibus tincidunt. Duis leo. Sed fringilla mauris sit amet nibh. Donec sodales sagittis magna. Sed consequat, leo eget bibendum sodales, augue velit cursus nunc,

Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem. Nulla consequat massa quis enim. Donec pede justo, fringilla vel, aliquet nec, vulputate eget, arcu. In enim justo, rhoncus ut, imperdiet a, venenatis vitae, justo. Nullam dictum felis eu pede mollis pretium. Integer tincidunt. Cras dapibus.

Vivamus elementum semper nisi. Aenean vulputate eleifend tellus. Aenean leo ligula, porttitor eu, consequat vitae, eleifend ac, enim. Aliquam lorem ante, dapibus in, viverra quis, feugiat a, tellus. Phasellus viverra nulla ut metus varius laoreet. Quisque rutrum. Aenean imperdiet. Etiam ultricies nisi vel augue. Curabitur ullamcorper ultricies nisi. Nam eget dui. Etiam rhoncus. Maecenas tempus, tellus eget condimentum rhoncus, sem quam semper libero, sit amet adipiscing sem neque sed ipsum. Nam quam nunc, blandit vel, luctus pulvinar, hendrerit id, lorem. Maecenas nec odio et ante tincidunt tempus. Donec vitae sapien ut libero venenatis faucibus. Nullam quis ante. Etiam sit amet orci eget eros faucibus tincidunt. Duis leo. Sed fringilla mauris sit amet nibh. Donec sodales sagittis magna. Sed consequat, leo eget bibendum sodales, augue velit cursus nunc,

 
Last edited:
ANNIE REDD - MECHANIC
21 | Female | Gearhead

Age: 21
Height: 5'6"
Hair Color: Blonde
Eye Color: Blue

Personality: A total gear head. The girl has a bit of an overactive imagination, and takes on projects larger than she can handle. Her go-to personality is what gets her through many situations when her imagination takes over the impossible.

History/Bio: Annie grew up in a household of boys, and by the trade of her family she learned the ways of the mechanic. She is the youngest of five children, the other four being all of her older brothers. Their mother left after Annie was born, leaving little influence for femininity. Her skills with the automaton sector of mechanics soared beyond that of her brothers, and she made good money fixing the machines for local residents. As well as doing repairs, Annie works with a major company which mass produces androids for household use. The company (to be named) has a large monopoly in the android market.

When Annie was only twelve, her eldest brother Max left a machine running in their shop used to bend and fold large metal pieces. Her leg was crushed in the machine, resulting in an amputation. In place of the leg she lost, Annie opted for a prosthetic instead. Max is a prosthetic master when it comes to the trade, and he's the only man she trusts to have fix her leg.

Family:
Maxwell (Max) 28
Harrison (Harry) 26
Russell 25
Hunter 22


 
Last edited:
  • Bucket of Rainbows
Reactions: Bubs

Henrietta d'Arc
Collaborative Post | @Lillian Gray | @Ascendant


Henrietta regarded Edward's words coldly as she listened to what he had to say about the likes of unnatural beings such as witches and vampires. Born of sin and blood, they were what they were because of their ancestors. In one sense, she could almost agree with the Dhampir. She was born a witch, and would die a witch, and nothing would save her from that unholy blood in her veins. So why blame Henrietta, or the stranger of a Dhampir?

Having to switch between French and English was more irritating than anything. The large man who had come in chains was lucky enough to have secured a small device, a translator, for his ear. Henrietta had spotted the strange glint of metal and suddenly wished she had her own.

The Dhampir approached, and Henrietta took a cautious step back. At least she could understand him as he came closer, and closer, regarding her in a French dialect. As much as she'd have liked to move away from the Dhampir's hand she couldn't due to the limited mobility in her arms and legs,. With her back against the far wall and her hands bound in silver, all Henrietta could do was stare up at the man with her glowing green eyes.

She didn't like the extra attention he gave to her sword, Jeanne's sword. It had taken every day since her awakening to convince the Knights Templar to allow her the one precious artifact, and she wondered why the Dhampir would be interested in it.

The witch didn't respond, but continued to stare up with her unusual eyes.

Raghnall locked his own softly glowing emerald eyes with hers, smiled, and muttered loud enough for her to hear, "I see you hide behind walls. Not unexpected." His eyes never moved from hers, but suddenly his hand moved from her shoulder to the hilt of the blade, locking securely around it and then attempting to withdraw it from its scabbard.

Henrietta's hand lurched for the Dhampir's a moment too late. Hot searing pain marred her wrists, burning the flesh from the touch of silver, but she had stopped the man from revealing the full blade. She'd be damned if anyone took the sword from her.

"Oracle." She said softly. "It was given to me by my father, and to him from his sister."

They stared into each other's eyes, each unwilling to move their hands.

At last he broke the eye contact to look at what he'd revealed of the blade, and to confirm his suspicions, the Dhampir ran his right index finger along the flat of it. It seared the tip as he thought carefully about what she said. So it was given to her by her aunt... His eyes returned once more to her, although not to her own, but her face in general. Intensely the man looked at her, her lips, her jawline, the flow of her eyebrows and hair. There was a lot of similarity there. Combined with the blade, his eyes showed recognition, and almost a sense of malevolence as they reconnected with hers, his hand never releasing the blade as he whispered almost to himself, "You're the niece of Joan of Arc... aren't you..."

Henrietta watched him touch the blade, and there was a kind of realization on his face as he examined her features. She felt uncomfortable being stared at for so long, but the girl was able to utter a simple response. Henrietta wasn't exactly known to be very chatty anyways.

"Yes."

The muscles in his arms and neck visibly tensed for an instant before relaxing, and then he suddenly drew her towards and against him, bringing his mouth to her ear where he whispered without a hint of his previous jolly self, "Your aunt buried me and I have half a mind to rip your windpipe out right now, and I could probably do it before anyone here reacted. So you better give me a damn good reason not to."

"I can't." Henrietta closed her eyes. There was nothing she could say if the Dhampir wanted to rip her throat out. Nothing would erase the blood ties she had to Jeanne and what she had done.

He drew back from her, his anger having morphed into astonishment that covered his face. It was a completely unexpected answer. The half-human could only mutter, "You're very unusual..." before pushing Oracle completely back into its scabbard and releasing both her and the sword. Within a few moments, he had shuffled away from her, apparently slowly returning to his previous position.

 

Test line one

Two
Three

Four





Line one
two
three
four
 
1pMXPel.jpeg

dGY4l6x.jpeg



A F F I N I T Y

The year is 1286. The country of Netima is breaking. The Republic is on the cusp of fracturing by the hands of the Insurgency, those who have deserted from the militant forces decades ago. Centuries of structure and order remain steadfast, a stone wall in the face of thousand roguish needles. Slowly, steadily, the remnants of the Republic Order are beginning to fall away. Would the old system remain? Or would the Insurgency's long war with the Republic finally come to a bitter end? The two sides clashed day in and day out across the country, with no ceasefire in clear sight.

They would either conquer or fall.

Legend states that there are five true sources of power, one for each Alchemic Affinity. When all five sources come together, stories from older times regale of untold power and destruction. They remain a bitter point of contention between the two opposing sides. The Republic holds one source at Oxholm Academy, the Air Affinity. Zachariah Beckett, leader of the Insurgency, is said to have another, but will not reveal which of the remaining four he holds. Rumors are spreading that a third has been located, it's only a matter of time before someone gets their hands on it.

Whoever holds the Sources holds the future of Netima.

In the trading hub of Mirefield, Matthias Clarke and Kingsley Lee have a job for you, if you're up to the task. Travel the skies as a traitor to the Republic, free as a bird as one the Insurgency crew of the Nerissa, as they hunt down the last three Sources for the Insurgency.
 
Last edited:

General Information



  • Kj1XRgGK3gKJjncguDAYuwNQB-lTavrWUab5sYUHk3aSFMumGOFizk7Ic20UfkGKRpmhQP_KwoLgF6oWxERVN1pGli82xY2JXJouQjCbI6qab4bACAFFmpn6d-u-XGDOO5_uarCB


    A full sized map is available for viewing here.

    The country of Netima is large and ever expanding. Virtually everything to the West of Mirefield is territory of the Republic, and everything to the East is territory of the Insurgency. The town itself marks a ceasefire zone for a fifty mile radius, though there are incidents from time to time.

    The currency is called Credits, and is marked by the following symbol ¤

    There is no major religion dominating Netima, however people will often make references to 'the Five', who were the Terraformers of the landmass several thousand years ago. The Five gifted the Sources to humans, who were then able to use Alchemy by learning from that power.

    Locations of importance are listed below.



    Almora Mountain - location of an old Sage Artifact site, believed to be a place of origin of the five Affinity sources

    Bexley - Insurgency Capital

    Farnworth - the site of a failed chemical experiment gone wrong in 1272, a perimeter has been established to keep the public out

    Hampton - location of the Oxholm Academy

    Lindon - Republic Capital

    Mirefield - largest trading post in the known world, marks the ceasefire zone

  • Founded sometime in the early 500's, Oxholm Academy is home to the best and brightest students of Netima. Here, anyone can come to study under several acclaimed masters of Alchemy. The five schools of study correlate to the five major Affinities of Alchemy; Bio, Earth, Fire, Water, and Air.

    The Academy is also home to a single Source, the Air Affinity. It is located centrally in the main hall for public viewing, though unfortunately not much is known about the stone itself. All written records of the stone were destroyed sometime after the founding of the Academy, and studying the stone has proven to be mostly fruitless. As of today, it's true purpose remains undiscovered, but it has shown capability to amplify a user's Affinity exponentially when nearby.

    The original building burned down shortly after it was built, and a second was reconstructed over the ruins in the mid 600's. Since then, each Affinity has had its own building constructed as an addition to the central hall.

    Classes are held throughout the year, with each year beginning on the first day of the year. Living at the Academy is not mandatory, but dormitories are available to those without housing in the nearby city of Hampton. Typically, each student will enter the Academy with a declared Affinity, and spend anywhere from five to fifty years honing their skills.

    The youngest student to be admitted to Oxholm Academy was a young girl, aged 12, around 820. Since her admittance, the required age to become a student has been set at 16 years, though most students are 18 upon admission.

    9449266764_a47668b99c_b.jpg


  • Affinity - the kind of alchemy a person is in tune with

    Alchemy - five major sources of power a person can learn, Bio, Earth, Fire, Water, and Air

    Credits - currency of Netima

    The Five - the five terraformers of the earth, creators of Alchemy

    Gliding - a popular sport for Air Affinity enthusiasts, involves gliding around courses

    Keeper - an old title, the person responsible for watching the five Sources

    Sage - master of Alchemy, able to attune to each of the five major Affinities

    Sources - five gems hidden throughout the country of Netima by the last living Sages. Each gem is said to hold limitless power for the Affinity within, also said to be the original source of Alchemy

    Terraformer(s) - the original five creators of the world as it is, they have no recorded names, but can be referred to by their respective Affinities

    Walking - a popular sport for Air Affinity enthusiasts, involves air obstacle courses


    • Posting speed is 1-2x weekly, minimum
    • If you are inactive for more than 2 weeks, your character will be unceremoniously killed off by the GM or her Mods
    • If you plan on being inactive, let me know! I don't enjoy killing off characters you've worked so hard to create, and I would be more than happy to put you on standby
    • Be kind to one another, I will not tolerate harassment, name calling, or generally rude behavior towards other players, OOC.
    • Avoid plot bunnying or god modding
    • If it gets to that point, sexual content must fade to black
    • Listen to the GM and her Mods

  • Can I have multiple Affinities?
    No.

    Well then, can I change Affinities?
    Yes and no. A person can only practice and use one Affinity to its maximum potential at any given time. Yes, a person can change their affinity through study and practice. No, a person is usually born with a natural affinity, and thus favors one element over another.

    An affinity is not easy to change, and once changed, you cannot go back for now.

    The Affinity I want isn't listed, what gives?
    If you have an idea for a sub Affinity, please PM me so we can work something out.

    Can my character use items inscribed with runes not of my Affinity?
    Yes, but at a decreased rate of power. It's the same as if a person tried to practice an Affinity other than their own without being in tune with it.

    Can my character be from the Republic?
    Yes, of course! Please PM me if you have an idea. This rp will be based from the Insurgency side of things, but I would be more than happy to work a Republic character into the mix.

    Can my character be from another country besides Netima?
    Yes! But before you make up a country out of the blue, please check with me.

    Can I be a Sage? How about some kind of magical/mythical creature?
    No. The art of becoming a Sage has been long lost. There are otherwise no humanoid mythical creatures.

    Can I romance the GM?
    Only if you buy me dinner first.

    Can I romance other players?
    Sure, why not! The objective of the story is not romance based, but you're more than welcome to build different relationships with other players.

    Is there a posting order?
    Nope! Just don't hog the thread going back and forth with someone.

    How advanced is the technology?
    Pretty far along. There are near modern age guns, so long range is a thing. Communication technology is a thing, but there are no cell phones. Computers are nearly non existent and far too expensive for common people. It's steampunk, things are weird.


 
Last edited:

Republic




  • gyPjmMtZl0K7s421BTj3AU7R7PFFlU0rq86PEd41BPWRN_tv4vBgILRhTfkpEYOqZXFdfsZfivp5ndNt9YSvvrDkKxRr7fV3oXG1YGV9WkG85l6hvMsnM8fYiNeCcLZpcWmQlBsr
    HQ: Lindon
    Current Leader: General of the entire Republic Military, Ethan Rousseau

    The Republic is a centuries old militant faction controlled by a select group of top officials. Every five years, two members of the public are elected into the top circle, the remaining three consists of the General of the Army, General of the Air Navy, and General of the Military. More often than not, the remaining two officials are the Chief of Research and the residing Oxholm Headmaster. The primary objective of the Republic is to conquer new territory and destroy outlying threats.

    The Republic used to be controlled by a family of royal lineage, but their place is more of an honorary title and public figurehead rather than the one who controls the entirety of the Republic. It wasn't until 1250 that the Oxholm family officially transferred power to the military faction of the Republic of Netima. The Oxholm family comes from a long line of of powerful Alchemists and Sages, and currently operate the most prestigious academies for the study and training in all things Alchemical. The current head of the Oxholm family is Luther Oxholm.

    Ranks associated with the Republic align with U.S. Air Force Officers. When on deck, the following ranks also apply. Airman, Airman First Class, and Lieutenant. Those without an official ranking are simply known as Privates.

    WJZhRSUZmI1G8-PEvbSTIUgjOGSvDB2o9vAmZT_gxn3IVzernJrQyXvJn7EPqx8zXxCFOb0bIXmMM9waceACuq-86wvy_jQT-U3ystSiLpNOiaHPKCEWFP2cbqV_42erObRu131c
  • Crew of the Kolossi - Republic Battalion, equipped with ten biker models


    William Nordy
    Major of the Republic Air Navy
    Earth Affinity
    Age:???



    Katrina Ivanov
    Academic of Oxholm Academy
    Bio - Neuro Affinity
    Age: ???


    The current Crew of the Kolossi was founded after the Astor twins reunited and stole an important artifact from the hands of the Republic. Major Nordy was tasked with finding, and eliminating the Astor twins in order to retrieve the artifact - a crown of crystal that leaves the bearer unable to lie. Katrina was brought on as an exceptional student out of Oxholm for her research as a Bioalchemist. She studied under Annalisa Verdenelli. Her primary reason for being on the Kolossi is to oversee torture of Insurgency captives and to research the crown once it is obtained.
  • The Top Officials of the Republic of Netima go through an election process every five years. This is only true for the last two officials, who were elected in 1280, while the first three consist of leading military Officials.

    Collectively, they are referred to as the Board.




    Ethan Rousseau
    General of the entire Republic Military
    Earth Affinity
    Age: ???



    Lucas Dubois
    General of the Republic Air Navy
    Air Affinity
    Age: 46



    Theodore Wilkins
    General of the Republic Army
    Earth Affinity
    Age: 48



    Doctor Annalisa Verdenelli
    Chief of the Office of Alchemical Study and Research
    Bio Affinity
    Age: ???



    Luther Oxholm
    Headmaster of Oxholm Academy
    Air Affinity
    Age: 52

  • The Republic uniform has been standardized in opposition to the lackadaisical Insurgency standards for non conformity. The uniform color changes depending on which department it is for. Men and women wear the same uniforms. The General of the entire Republic Military wears red to symbolize his position of power, no one else is allowed to wear the color but the Oxholm family for ceremonial purposes.

    Administration: Black
    Air Navy: Blue
    Military: Green
    Research: White



    O-ZGt1BSj21dHV9-jlCD0gfosKEsaHqBq0GfJKfhlwcI7j0remNHwae_-D-9BteJE4qnzRuwMXFhZma3iDukX1-oANnlidwYmTRz1b_yUvDafzZ4W6qu74HT_LJ74P4YbfCD033P



 
Last edited:

Insurgency




  • hcADujTkps2C_o_of2ex6nZ6DKVDVsxEj8-3N3yjyNytVvCKN1x5SAZHzpjq0Ar0B8SBq9Ma2QaZ_9d4QOeANUGFwEZo70e8eIghxkCbR-5t4hvuZCUa8Vcev7ucA556JEgquE50

    HQ:
    Bexley
    Current Leader: Zachariah Beckett

    The Insurgency formed in secret sometime in the early 1240s as an official state, but its roots reach to an older time based on ideals of resistance and freedom from military control. The Sages have the earliest records of public rebellion dating as far back as 800, with notable Alchemists among the rebels. Their primary objective is peace with the Republic for the sake of knowledge and freedom, but it remains unattainable.

    Not much is known about the top officials of the Insurgency. Military intel has limited knowledge on the matter, and is eager to learn more about the five most wanted men (and single woman) in the country. Beyond the structure of the Commander and four Watchers, it is believed to be an independent military consisting of free ranging Captains, who fall under the command of a Major, Colonel, and finally a Watcher. The position of a Watcher is relative to the position of Bexley.

    Ranks associated with the Insurgency forces are similar to that of the Republic, but skip a majority of the high ranking officials. LTC, BG, MG, LTG are all ranks not associated with the Insurgency forces. Watchers are considered an equivalent rank of a General. When on deck, the following ranks also apply. Airman, and Airman First Class. Those without an official ranking are simply known as Privates.

    uu5yXoCdTMu_TwbAGXx2fs2ljS2NfnFu6uJgDUJwSpzyueiYEf6mqYVQe_3QfJTdZmzqAm6hEHoFweto0cO-SrABriFM1ll5apb7nyXiPOgxNjyaxmiutu1wWdY3MvF2JIqTbijm

  • The Nerissa is a modified Striker piloted by Matthias Clarke and Kingsley Lee. It is slower than a typical Striker due to the modifications applied by Lee throughout the years. The crew is in constant fluctuation and it is partly because of Matthias' obsessive research and dedication to finding the five Alchemical Sources of legend.

    The Nerissa, Insurgency Striker - equipped with two bike models


    Matthias Clarke | Bounty ¤ 750.000
    Insurgency Air Major
    Bioalchemy Affinity
    Age: 28



    Kingsley Lee | Bounty ¤ 750.000
    Insurgency Air Captain
    Earth Affinity
    Age: 33




  • The Twins are a two ship 'fleet' of sorts with Jessamine and Theresa Astor as the Captains of both. They have their own story, but this is not it. They may be referenced from time to time as collectors of ancient artifacts, and as such, information on their two ships will appear below.



    The Taivas, Insurgency Striker - equipped with two bike models


    Jessamine Astor | Bounty ¤ 1.000.000
    Insurgency Air Colonel
    Air Affinity, former Water
    Age: 26



    Clint "The Bear" Anderson | Bounty ¤ 800.000
    Insurgency Bioalchemist Specialist
    Bioalchemy Affinity
    Age: 31


    The main crew of the Taivas consists of four men and their female Captain, Jessamine Astor. Each of them was hired for their discretion and ability for combat. Of the crew, the three most notable members are their scout, weapons expert, and combat expert.

    It is also worth noting that Clint Anderson and Theresa Astor are a couple, and Daelron Cooper and Jessamine Astor are a couple with a baby on the way.

    N1c8Lh0.jpeg
    fFPQiUo.jpeg
    YhJt90j.jpeg

    Deik Mallone - Scout, Water Affinity
    Rodney Pale - Weapons Expert, Fire - Arc Affinity
    William Varez - Combat Expert, Earth Affinity



    The Esper, Stolen Republic Scout - equipped with four bike models


    Theresa Astor | Bounty ¤ 1.000.000
    Former Air Navy Captain, Insurgency Major
    Air Affinity, former Fire
    Age: 26



    Daelron Christopher Cooper | Bounty ¤ 800.000
    Former Air Navy Major, Insurgency Major
    Water Affinity
    Age: 29


    The main crew of the Esper consists of ex-Republic individuals who turned traitor after a major event in the Astor twins lives. Most of the rest of the crew were hired Insurgency individuals known to Theresa's sister, Jessamine.

    It is also worth noting that Clint Anderson and Theresa Astor are a couple, and Daelron Cooper and Jessamine Astor are a couple with a baby on the way.

    jrgtb8F.jpeg
    2dsQy0I.jpg
    eeJ0JG5.jpeg
    nq8AzTh.jpeg


    Peter Thatcher - Spymaster, no Affinity
    Shauna Buri - Carpenter, Earth Affinity
    Quinn Skyre - Former Pilot, Earth - Golemancy Affinity
    Doctor Amy Fremont - Surgeon, Bioalchemy Affinity.
  • The Top Officials of the Insurgency of Netima consist of the five highest ranking officials. The Watchers of each cardinal direction have the option to pass on their title whenever they so choose.




    Zachariah Beckett | Bounty ¤ 10.000.000
    Commander of the Insurgency
    Affinity ???
    Age: ???



    Alex Wolfstein | Bounty ¤ 8.200.000
    Captain of the Bane, Watcher of the North
    Water Affinity
    Age: 37



    Rina Aoki | Bounty ¤ 5.900.000
    Captain of the Fukushū (復讐), Watcher of the East
    Fire - Arc Affinity
    Age: 40



    Fahim Ase | Bounty ¤ 6.400.000
    Captain of the Pandora, Watcher of the South
    Air Affinity
    Age: 32



    Thorne | Bounty ¤ 9.700.000
    Captain of the Fair Lady, Watcher of the West
    Earth Affinity
    Age: ???


  • Although the Insurgency has no official uniform, the standard issue garments upon joining are simple in appearance and feature the 'I' insignia on the left coat pocket in gold embroidery. Members are allowed to wear whatever they want so long as they don the standard Insurgency insignia in some manner.

    4ZOlbtY.jpeg

    fqu4UgO.jpeg
    e7W0TNo.jpeg


    Full images can be found here
    Men | Coat | Women



 
Last edited:

TITLE



  • ------------------------------------------------------------------------------------------------------
  • ------------------------------------------------------------------------------------------------------
  • ------------------------------------------------------------------------------------------------------


 
Last edited:
  • Bucket of Rainbows
Reactions: Spectre of the Fade

Alchemy




  • There are five major affinities which a person can study under, each with unique traits. Bio, Water, Earth, Air, and Fire are the five Affinities that dictate the basis for Alchemical study. Each have several branches and Sub-Affinities. In older times, people called Sages learned to be the master of all five Affinities. This information has been lost to the world when the last sage died in 1103. That being said, a person can use abilities from another Affinity, but will only be adept at one particular Affinity at a time - thus the term, Affinity.

    Each Affinity is rated on a five star scale based on the difficulty to master, and will be categorized as a primarily combat or supportive Affinity. Although categorized, the Affinities are not exclusive to their classes. For example, although categorized as a support Affinity, Bioalchemy can still be used defensively in battle.

  • Difficulty | ☆☆☆☆☆
    Support

    The most difficult to practice and master, Bioalchemy consists of learning basic anatomy in order to break apart, and repair the body. It can take years to master the proper form of reconstructing a simple fracture, and mistakes can be deadly. Faltering when performing Bioalchemy results in a kind of organic slush, and the result is more often than not fatal.

    In recent years, Republic scientists have been experimenting more with Bioalchemy and its potential on the neurological side of the human body. The results have been kept top secret to those with clearance.

    Runes of the body, spirit, and direction are used in application.

    Sub Affinities
    Neuro | Cosmetic | Tactical


  • Difficulty | ☆
    Combat

    A form suited for the strong, Earth Alchemy is the easiest of skills to learn. The best Earth Alchemists are often physically in shape. Although the easiest to learn, it can be difficult to master due to the body's physical limitations of strength. It is one of the most common Affinities within the Republic military.

    On the shared application of Smithing with Fire; Earth forged weapons are much more durable than their Fire forged counterparts, and will last much longer. They are typically much heavier as well.

    On the Sub-Affinity of Runic Crafting; Earth users have the capability to inscribe runes of any Affinity, and have them used at full capacity. They are the only users who have this ability. Otherwise, Water users must craft their own Water runes for full power, and so on.

    Runes of the earth, nature, and power are used in application.

    Sub Affinities
    Golemancy | Magnetism | Runic Crafting | Smithing


  • Difficulty | ☆☆☆
    Combat

    A fluid form, but the destructive nature of this affinity leads to extreme caution when being taught. Fire Alchemy is the most ancient of the affinities, dating back to the creation of man. This Affinity extends into applications of Air Affinity as well as limited Arc (lightning) affinity, an unpracticed and old art. Some of the main uses of this Affinity include the creation and storage of power.

    On the shared application of Smithing with Earth; Fire forged weapons are light and agile, meant for speed and stealth tactics. They are easier to craft than their Earth forged counterparts, and are very light weapons.

    Runes of fire, sun, and man are used in application.

    Sub Affinities
    Alchemy | Arc | Smithing


  • Difficulty | ☆☆
    Support

    Also a fluid form which is often the first Affinity taught to Alchemy users due to the seemingly simple nature. It is the least dangerous due to its fluidity and non destructive nature. This Affinity extends into applications of Air Affinity. Due to its calming nature, applications in combat have been difficult to produce.

    Runes of water, ice, and joy are used in application.

    Sub Affinities
    Ice | Steam


  • Difficulty | ☆☆☆☆
    Support

    This Affinity is complex in nature, as it involves the study of both Water and Fire in order to regulate certain pressures. Simple practice includes moving gushes of air, while sophisticated practice involves free floating in air on pressure pockets. Only advanced users are able to craft the runes involved in free floating. This kind of alchemy has incredible uses in the Air Navy. Sub-Affinities and uses include recreational sports like gliding.

    Runes of air, journey, and spirit are used in application.

    Sub Affinities
    Steam | Walking

  • Each person is said to be 'in tune' with one particular Affinity at any given time. They draw power from a single Source at a time in order to use runes and incantations to manifest a physical reaction of their Affinity. A person can still use all the runes available to the Alchemic language, but it will not be nearly as powerful as someone who is in tune with that Affinity.

    When two people share an Affinity they are able to transfer energy through touch. Energy can still be shared, but at a less efficient rate between two people who do not share Affinities. For example, the rate of transfer for a Water to Water would be 100%, but Water to Air would be 50% or lower. This can be an extremely useful skill in the heat of battle regardless of the transfer rate. The only exception to this transfer rate synchronization are Bioalchemists.


  • Alchemy is not a means of shooting fire from your hands at will. Runes must be etched or carved into a physical object which can imbue it with a particular element. You can place runes on skin, but the results might be painful! Etch runes onto your glove instead! Alchemy is a way to use the elements in favor of the user through the use of runes.

    The most common applications of runes are to etch them on weapons, which then become a sort of catalyst for using a particular element. For example, etching 'fire' onto a sword would allow the sword to become engulfed in flame. However, the etching must also represent the Affinity a person is in tune with. A user will still be able to use a fire weapon, albeit at a much weaker rate than a true Fire Affinity. There are many applications beyond weaponry, so please use your imagination freely!

    Let it be understood that there are old items called Artifacts. These items were crafted by the Sages of old, and no matter the Affinity of the user, the item can be used at full power. Modern made weapons with runes inscribed can only be used at their full power when used by someone of the inscribed Affinity.

    Let it also be understood that there are common items that do not require constant activation by the user in order to function. For example, the Sol sails many ships use to fly can collect solar energy through application by a Fire Alchemist, but after the application has happened, it does not need a Fire user to constantly collect the energy. It can effectively function on its own.

    A runic alphabet can be referenced here. Please use this when creating spells or describing inscriptions. The Old English pronunciations will be used if speaking the runes.

    CeNRRg-vJdKlKcTmlxMO5hqbz194mvH6HhbqfQWAB3eq9aiNf5aarUuoFerm8MOCgOitaaSrKKUjno3bJ3--Fla6jXF_B4GobLbkvZA5AqmAF3OBFWUPbb2FOZPZVyCqKf__Zm7H




 
Last edited:
  • Love
Reactions: Spectre of the Fade

Airships




  • Airships are the current form of travel. Through the use of Air Affinity users and complex machinery, large vessels take to the skies of Netima. There are two popular styles which power the airships, each with a distinctive look, along with several models of ships with their own variations. Even the Republic military uses airships, though most of their units are grounded. With the adaptations of Sol and Aer sails, airships are now the main form of transportation. Naval travel has been virtually abandoned.

    There are two types of airships that have gained popularity. The first, has an assortment of solar sails. The second has a series of turbine like cylinders Respectively, they are known as Sol and Aer type ships.

    The Sol and Aer types must be occasionally tuned up by the respective Affinity user. Sol sails require a Fire Affinity user to maintain them, and Aer turbines require an Air Affinity user. Other Affinities can maintain both types however they will not be able to max out the energy drawn in or used due to the decreased synchronization.

    Pilots are the most likely of any to have an Air Affinity, but it is not completely necessary. Due to the mechanics behind the Sol and Aer sails, there has been high demand for pilots to possess knowledge of the Affinity in the event the vessel should have any problems while in flight.


  • Through the applications of fire and air Affinities, solar power is able to be collected through specially made sails. The energy is collected and stored in order to power generators on board the smaller models of airships. Sol sails are only used alone on smaller models or single user vehicles.


    HlDV9_WouT7DZIRqZSieX8ccrVPrMwuiH0GfqsFiwJ1tUjvG6AdBu9VW_Q9e37atNV6zfioEkSR2QMFLhYGP07duyiW0bJcWJTYfsAT3_7Eg00Mf7spP72eWb1kj9tldqmk6Slii


  • Through applications of the air Affinity, energy from specially made fans is stored on descent and lift off from the base of larger models. Typically, these fans are located beneath or behind the airship, but it is not uncommon to have them in other places.


    ZO2C-nmmMRSMwrrmz_czooJH_mrbB8wS2OUZeUf5-fSRHLjk8FglPtYlP8WYl658g_dcBQXd6yUOQqk8Yhjr9f0j2hdu8X7FWkwG-KxEFnLf0un2l2KFrE0P-6mSzYSsdXbyDteO


  • Bike
    Single or dual user model, short energy cycle with low tolerance for heavy turbulence, most rely on small Sol wings on either side of the vehicle. This model is used for short distance transportation after docking or while in the air. Attack capabilities are entirely up to the modulation by the user.

    Size | ☆
    Attack | ☆
    Speed | ☆☆



    Cruiser
    Standard model, fitted with cabins for a small crew. Most merchant ships are cruisers of varying sizes, though they are usually smaller than most models and flock in large fleets.

    Size | ☆☆
    Attack | ☆☆
    Speed | ☆☆☆☆



    Striker
    Attack model typically used for stealth missions, much more deadly than its Scout twin. This model is by far the most popular among Insurgency Captains for its reliability in the dark.

    Size | ☆☆☆
    Attack | ☆☆☆
    Speed | ☆☆☆



    Scout
    Exploration model typically used for reconnaissance, much faster than its Striker twin. Scout models are typically the fastest models created, even though they are the same size as a Striker model.

    Size | ☆☆☆
    Attack | ☆
    Speed | ☆☆☆☆☆



    Battalion
    Larger standard model, fitted with cabins for a medium to large crew. This model is popular among the Republic Air Navy for its destructive capabilities, but the resources to create one are staggering. They are only awarded to high ranking officials for that reason.

    Size | ☆☆☆☆
    Attack | ☆☆☆☆
    Speed | ☆☆



    Dreadnought
    Large model, only two in existence, each is half a mile long and heavily armed. Their creation takes years, thus why only a pair of the models were made in order to head the Air Navy and Military. They are the last line of defense in any major dogfight.

    Size | ☆☆☆☆☆
    Attack | ☆☆☆☆☆
    Speed | ☆



 
Last edited:
  • Love
Reactions: Spectre of the Fade

Lore




  • Creation of Alchemy


    A long, long time ago, when Netima wasn't an inkling of an idea and the oceans still separated continents, when Alchemy wasn't practiced and the world was in its infancy, a poor village prayed for prosperity. Their mountain village suffered from five plagues, which no man was able to cure.

    The children died at birth.
    The soil would not yield crops.
    The sun provided no warmth.
    The rain did not fall.
    The air never stirred.

    The inhabitants feared they would soon die if they could not find a way to cure their disparaged village. Until one day, when five travellers came to the village offering gifts and knowledge.

    The first, an elderly woman with a healing touch, taught their doctor how to mend broken bones and care for mothers. And soon, no children were dying. The second, a powerful young man in physical shape, plowed the earth with nothing more than his own two feet. And soon, sprouts began to grow. The third, a dark skinned man with eyes for his partner, rose his hands to the sky and beckoned the sun to shine on them. And soon, they were warm. The fourth, a fair skinned woman with eyes for her partner, brought forth clouds to shield them from the powerful sun. And soon, the rain did begin to fall. And finally, the last, a woman draped in exotic fabrics, danced in the square and summoned a whirlwind from her hips. And soon, the wind rustled the village.

    When the village elder came to thank the five travellers, they acknowledged themselves as the answer to all of his prayers and wishes. The diligence of the villagers to bring prosperity to their humble place inspired the strangers to reveal their true selves. The five strangers were instead the five terraformers of the world, and had one last gift to bestow upon the human race.

    Upon a pedestal made of silver, the five terraformers each placed a single crystal of varying color. One for life, earth, fire, water, and air. From these sources of power, humans would be able to practice Alchemy so long as the crystals remained intact. And, so long as the crystals remained together, no misfortune would befall them. Apart, the crystals would become deadly sources of power and the target of infatuation. The Five warned the villagers not to misuse this gracious power. The village was grateful for the gifts, and soon, the five strangers disappeared. Their essence remained trapped inside the crystals.

    But, as the Five were gracious, the humans were greedy.

    It began innocently enough. Farmers by trade would learn the Affinity of Earth to till the lands, but soon they wanted to learn another Affinity, and then another, until the entire village became obsessed with the knowledge of the crystals. Be it farmer or fool, everyone wanted to learn the five Affinities bestowed upon them through the power of the Source crystals. They relied too heavily on what the Five had given them to survive.

    The village soon fought over the crystals. Some wanted to use them to expand beyond their lonely mountain and to cross the sea in search of others, while the rest wanted to change the Five's design and become wealthy. One by one, they were stolen away to the corners of the earth, until only one crystal remained. It was as the Five had warned. The last villagers on the mountain longed to take the stone for themselves.

    The village elders' son was tasked with taking the stone and never to return. So he did, and took an Ox with him down the mountain to find a way to reunite the gift of the Five. To resist the temptation of the crystal, he locked it away in a small silver locket. As he descended the mountain with the crystal, the mountain village he was born to became weak.

    The children died at birth.
    The soil would not yield crops.
    The sun provided no warmth.
    The rain did not fall.
    The air never stirred.

    Almora Mountain became nothing more than a desolate ruin with a silver pedestal at the peak.

  • Together at Last


    It is said that the elder's son learned from the air crystal granted to him by his father, and he flew on the back of his Ox in search of the four Sources that were stolen from the mountain. But when the time came, and he had all five in hand, he remembered he was never to return to Almora Mountain with the stones.

    The elder's son traveled far, across the sea and to a place where no one would find him. When his Ox could no longer carry him, he stopped, and guarded the Sources in a secluded glade far from the mountain. He was granted an unnaturally long life by the stones. So he stayed in deep meditation in order to resist the temptation to draw unfathomable power from the Sources he held.

    In time, he grew to appreciate their power, and formed the first ever school with the intent to study the Sources in their entirety. Only those with a desire for knowledge were allowed to draw from all five stones. The elder's son allowed himself ten students, and no more. These men and women would become the first Sages in existence, with the elder's son as their grand master, the Keeper of the Sources.

  • The Oxholm Family Name


    The elder's son found happiness in his unnaturally long life. He found love in a mortal woman, and soon his wife gave birth to two sons. The elder's son gave them the name of Oxholm, and trained them to take over his sacred duty as Keeper. They, too, gained their father's unnatural lifespan. By the time they had matured into young men, their mother had been gone from the world for decades, new Sages had come and gone.

    In time, death finally found the elder's son, and took him peacefully in his sleep.

    When their father died, the eldest son continued to take care of the five Sources in his stead, while the younger attended to the masses of students who wished to study a single Affinity by founding the the aptly named, Oxholm Academy.

    This is where legend and history become blurry.

    History mentions little on the founder of Oxholm Academy, having no recorded birth or death of the elusive man. His descendants can trace themselves as far back as the founding of Oxholm, and no further. Records mention a so called 'Keeper' and ten Sages, but after a certain date the Sources and Keeper disappear from all known history.

    Three Sages were housed at the Academy, and passed on their multitudinous abilities in Alchemy to one prodigy when their time to pass on was due. The last living sage passed away in 1103 before he could pass on the ability to master each Affinity to the next prodigy. Since then, no one has been able to become a master of each Affinity. The current Oxholm family does have an obvious innate ability to use the Affinities, however.

    Legend tells that the brothers fought, years after the official opening of Oxholm. The elder Keeper wanted to hide the sources away from the prying eyes of the Academy, and his young brother the Founder disagreed. They bickered for a century before finally coming head to head in an epic fight on the steps of the Academy. They battled, summoning the forces of the original Terraformers themselves from the very heart of the Sources until the Keeper sealed away his brother's long life.

    It is said that upon his retreat, the Keeper burned the written records of the Sources, taking all of his knowledge with him. The Sages fractured, some remained at the Academy while others fled. Their whereabouts became more of a myth than actual fact.

    The founder swore revenge on his younger brother, but without his long life or understanding of the Sources, he was at the disadvantage. It became the Oxholm mission to find and secure the remaining Sources, wherever they might be.


    One thing remains clear, whether legend or fact. The Oxholm family name is a long and prestigious one. Their intent is clear - to find the Alchemic Sources of power, in order to study their capabilities, and to one day master the five elements again.


 
Last edited:
  • Love
Reactions: Spectre of the Fade

Character Name
Age | Sex | Affiliation (exRepublic/Ins/None)



About

Name: NAME
Age: (16-90) AGE
Sex: SEX
Orientation: ORIENTATION
Birthplace: BIRTHPLACE - SEE INFORMATION ON NETIMA
Rank: RANK (most of you will be Captain or lower, in training, etc - this line is not required)

(Anything else you want to add if necessary)


Description

(A short paragraph describing what your character looks like beyond the picture)

Identifying Features: IF(anything else you'd like to add like scars, tattoos, etc)
Height: HEIGHT, METRIC OR US IS FINE
Weight: WEIGHT


Personal

Personality: PERSONALITY(A short paragraph on your character's personality)

History: HISTORY(A short paragraph on your character's history, as well as how they ended up on board the Nerissa looking for the three Sources)


Combat

Affinity:
AFFINITY(Please keep in mind Bio is the most difficult and is not common for younger characters, you also do not have to have an affinity at all)
Skills: SKILLS(Any useful skills outside of Alchemy)
Preferred Weapon: PREFERRED WEAPON IF ANY(Sword, gun, saber, etc)

 
Last edited:

Clarke - First in Command
28 | Male | Insurgency



About

Name: Matthias "Matti" Francis Clarke
Age: 28
Sex: Male
Orientation: Straight
Birthplace: Ludwick
Rank: First in Command of the Nerissa, Major under the command of Colonel Jessamine Astor


Description

Much to his misfortune, Matthias did not inherit his father's tall build. Instead, he fell somewhere in the middle with his shorter than average height and stocky frame. His childhood scrapes and scars are few and well healed thanks to his mother and her advanced Bioalchemy. The only noticeable blemish to his otherwise clear canvas is a ragged brand across his left pectoral. Matthias has a stunning blue gold gaze that has wooed one too many women in the past. He is very open about how he's feeling, and is thus very easy to read when upset or overjoyed. When excited, he'll talk too fast, and when nervous, he'll fidget with his hands. Matthias finds no shame in letting others know what he's thinking, but when asked about personal topics he will do his best to avoid them. Getting close to him is hard, but a loyalty well earned.


Identifying Features: A brand on his left pectoral, reaching to his collar bone. Don't talk to him about it. Matthias will never be seen without a small ring on a silver chain around his neck.
Height: 5'9" | 1.75m
Weight: 160 lbs | 72.6kg


Personal

Personality: Emotionally, Matthias is an open book. His face reads easy, and his mouth speaks the simple truth of what he is feeling. Growing up in a large family had the effect of eliminating his feelings of shame or need for secrecy. Matthias appears charismatic and generally very open on the surface, and does his best to keep his inner worries away by maintaining a positive attitude. He is incredibly determined once set out on a task, and will do anything to see a job well done.

On deck and in command, its as if a switch flips. Clarke is demanding of his crew and won't take no for an answer. Leaving men behind is not an answer, and Matthias will fight tooth and nail for each and every one of his men.

History: First born to a brilliant Bio alchemist and commendable Captain, Matthias was raised with all the love and affection any parents could give. He grew up as the eldest to a large and happy family, with no qualms to open affection and no room for secrecy. Even as Insurgents, the large Clarke family found peace in the coastal city of Ludwick running a moderate hospital with the renowned Bioalchemist Joanna Clarke at its head. His father, Nathaniel Clarke, was often gone, running supply missions in Mirefield for the Insurgency, but there was no lack of a bond. Matthias was close to everyone in his family in his own way, but his brother Oslo was his closest friend. From the time they were toddlers, the two did everything together.

When Matthias turned 18, that even included finding them work on a small crew running small recon missions near Lindon. Despite his family's pleas, they both left to pursue their careers as Insurgency Air Navy members. The crew got too close to Lindon, and they were captured and sent to a research facility run by an exemplary Alchemist known as Annalisa Verdenelli. Matthias seldom speaks of his time there, or how he came to escape with Kinglsey Lee. Shortly after returning, Matthias found out his father had been killed in one of his resupply trips. Even with the loss of their father, the Clarke family was grateful to Kingsley for bringing Oslo and Matthias home, and would always consider him family.

From then on it was a blur of rising through the Insurgent ranks. Members often commented on Matthias' obsessive fascination with the five Alchemical Sources, but most were impressed with his natural skill in Bioalchemy. It has been ten years since Matthias and Kingsley's meeting, and Matthias thinks of him as much a brother as his own siblings. He would do anything to repay the life debt he owes Kingsley.


Family: The Clarke Family of Ludwick
Mother | 52 | Joanna "Mama Jo" Hart
Father | 53 | Nathaniel Clarke deceased - 1277
Brother | 26 | Oslo "Ollie"
Sister | 23 | Sofia
Brother | 23 | Elias
Sister | 23 | Sara
Sister | 18 | Marianne​


Combat

Affinity:
Bio
Skills: Sharpshooter | Charismatic | Tactical | Trusting | Medic
Preferred Weapon: Sniper Rifle

 
Last edited:
Sebastian
25 | Male | Knights Templar Tech Support


  • Name:
    Sebastian Ackermann

    Nickname(s):
    Bastian

    Birth:
    February 23, 2045 | Frankfurt, Germany

    Family:
    Father | Klaus Ackermann | Deceased
    Mother | Anita Ackermann | Deceased
    Sister | 19 | Ingrid Ackermann

    Species:
    Human

    Languages Spoken:
    English | French | German | Latin | Russian | Spanish

  • Description:
    Sebastian is somewhere between goofy and handsome, walking the fine line between those two descriptions with a noticeable satisfaction. If he weren't so thin, he might lean more towards being a handsome young man.

    Rarely is he ever seen without a well maintained visage. He has thick brown hair that he keeps styled as often as possible to help keep it out of his face and eyes. For Sebastian, there is no such thing as a bad hair day, because no one will ever see him otherwise. His smile is enchanting, and a frequent visitor to his lips. His charisma and charm are contagious, and there's plenty to go around. All of this makes him appear all the more attractive.

    His choice of eyeglasses or what leave a person wondering about calling him handsome. A thick and round pair of specs rest on his long nose. They constantly fall down as he speaks. It's Sebastian's true personality and gaudy spectacles which make him appear goofy.

    Hair:
    Well maintained and dark brown.

    Eyes:
    Soft blue.

    Identifying Features:
    Thick round glasses and a wonderful cleft chin.

    Height:
    5'11" | 180cm

    Weight:
    158 lbs | 72kg

    Personality:
    Sebastian is rather upbeat considering his upbringing, always with a smile on his face and a general air of positivity radiating his person around the clock. He is very chatty. Filling the silence with conversation and small talk is something Sebastian can't help but do, and at times he forgets himself, as his mouth runs on and on without filtering his inner thoughts.

    He is a technical guru, but his intelligence hardly ever shows through because of his goofy and awkward nature. Sebastian will try to explain things in the simplest ways, before he reverts to jargon and derails a conversation with his impossible to understand thoughts. When he catches himself, he becomes embarrassed, and it's one of the only ways to keep him quiet long enough to get a good word in.

    History:
    As a child, Sebastian's parents fought as Templar Knights to keep the innumerable amount of beasts away from the last major populated areas. They settled for a while in Frankfurt in order to raise Sebastian for a few years, bringing a temporary peace to their small corner of Germany. As a toddler, their small village was attacked by a handful of Basilisk, and as a result Sebastian lost the majority of his sight in both of his eyes. He undergoes regular treatment to counteract the effects of the Basilisk's gaze, and wears a thick pair of glasses to compensate.

    When Sebastian was sixteen, his parents were travelling on a short stint in Russia, where they were killed by a local gang. The news devastated Sebastian and his sister, Ingrid. It wasn't monsters, wasn't any of the Black Knight's henchmen, no, they were murdered in cold blood by thugs with the element of surprise in a bar.

    Since then, Sebastian took it upon himself to take care of his younger sister. They moved to the village surrounding Wartburg Castle in Germany in order to receive an education from the Templars. The boy threw himself into his studies and absorbed as much information as he could in order to be useful to his new order.

  • Equipment:
    Translator | Radar | Launch Codes | Taser | Armor

    Most of Sebastian's equipment is tech based, but because of his eyesight he is almost useless in a fight.

    Magic:
    Regrettably, Sebastian cannot use any magic.

    Skills:
    Linguist | Tech Support | Close Combat | Pilot

    Due to Sebastian's poor eyesight, he relies on a small taser and some bit of self defense training as a last means of defense. Typically, if an enemy gets close enough to Sebastian, the fight is lost anyways. Most of his usefulness is outside the field of battle.

    He preps other soldiers for battles instead, and stays far behind the front lines. With the help of his own tech and augmented glasses, Sebastian is happiest staying in the helicopter.

    Affiliates:
    Knights Templar



 
Last edited:
  • Love
Reactions: junebug
Henrietta d'Arc
21 | Female | Knights Templar


  • Name:
    Henrietta Ana Jeanne d'Arc

    Nickname(s):
    Henry | Hen | Plague Maiden

    Birth:
    October 7, 1436 | Orléans, Loiret, France

    Death:
    1457 | Rouen, Normandy, France

    Family:
    Mother | Jeanne Baudot
    Father | Pierre d'Arc
    Aunt | Jeanne (Joan) d'Arc
    Various siblings and half siblings fathered by Pierre

    Species:
    Human and Witch

    Languages Spoken:
    French | English

    " I don't remember them . . . should I? My family means nothing to me now."
  • Description:
    Henrietta has sharp features, from her nose to her jawline, which almost give her a gaunt appearance in low light. Years of pretending to be a man have given way to some odd tendencies for someone of her height and gender. Henrietta walks with her head high and her chest proud, emulating an aura of superiority despite her short stature. She doesn't speak much, her voice is far too soothing and gentle for a battle hardened 'man'.

    She has raggedly short hair she cuts herself to maintain the appearance of a man. Her full lips are often set in a permanent smirk, and her cheeks are stained with a soft blush, giving away the fact that she is a woman through and through. Her eyes are a vibrant green, although she doesn't remember them always being this way.

    Hair:
    Short brown hair she does little to maintain.

    Eyes:
    A bright, and unnatural looking shade of green that turn almost black near her pupils.

    Identifying Features:
    A thick scar runs horizontally, cast downward beneath her right eye, from the tip of her nose to the edge of her jaw. Another runs across her left shoulder bone.
    Her legs are covered in burns below the knee.
    She has a mark signifying her contract with the Pesta, but will not tell where.

    Height:
    5'3" | 160 cm

    Weight:
    130lbs | 59 kg

    Personality:
    Patient, persistent, and mindful of her words. These three things are enough to describe Henrietta at a first glance, since she won't say much else to prove you wrong otherwise. Her lack of speech comes from years of hiding a falsetto tone, and has turned into a much more useful tool. She can hold her tongue in an argument until the other man has spun himself into an irresponsible frenzy.

    She harbors a great amount of anger over her death and subsequent slumber until her revival, and it has made her vengeful. Without anywhere to release her anger, Henrietta stews, giving the appearance of a stone faced woman. The time for tears and regret were long gone and done for the girl.

    "I am just as much a man, if not more, than most knights among us."

  • Equipment:
    Armor | Coat of Arms d'Arc | Dagger | Longbow | Jeanne d'Arc's Lost Broadsword

    Magic:
    As a blood relation of a witch, Henrietta has the ability to cast curses and manipulate the elements at her command. Her curses are verbal commands to bring despair and suffering, sickness and death to those she casts them upon. They are slow and brutal pieces of magic that can take years to fully form, and are thus useless in the heat of battle. The more immediate side of her plague magic is a draining touch, which can sap the energy out of anything in her grasp. The ability was given to her by a true Pesta, or plague maiden, during her first battle.

    Henrietta's preferred element is fire. It was a familiarity and warmth she finds comforting when in control of wisps of flame. She has an innate fear and hatred for the water element and will not use it, despite any life threatening circumstances.

    Henrietta had to spent most of her time in secret practicing both her plague and elemental magic. She has much to learn, and at a price she is uncertain of.

    Skills:
    Plague | Fire | Poison | Longbow

    Affiliates:
    Jeanne d'Arc | King Charles VII

    "Death has graced me with his touch, one day I will be his, but it is not this day."

  • History:
    [spoili]Henrietta graces the world as the second born to Pierre and Jeanne in 1436. The proud parents had dreams of grandeur for their daughter, of being a well bred lady of the noble d'Arc family. After Jeanne was burned at the stake for her crimes against the church, the d'Arc name left a sour taste in the mouth. Their sons and daughters would know nothing of of hearsay and only of the passion and valor of their aunt. And that was how it was. Henrietta grew up hearing stories of how the martyr Jeanne of Arc would rush into battle with her broadsword gleaming, and the victories she brought for France. Her father Pierre would play pretend with Henrietta and her siblings, mock sword fights and glorious speeches in the face of danger. Danger was so simple. The darkness around the corner, a large branch, a man with a mask pretending to be someone he's not.

    At the age of 12, Henrietta made a hard decision. Hearing stories of Jeanne wasn't enough. Being a woman in France wasn't enough for her, despite her happy upbringing. Even the desperate pleas of her parents weren't enough to keep her grounded. Henrietta abandoned her home to follow her childish dreams of becoming a knight herself.

    Her fortune, or misfortune, came with her joining an advancing regime on their way to Rouen. The men found Henrietta to be helpful, and at first allowed her to tag along to tend to the horses. She took on the guise of a man and became accustomed to being called Henry. The infamous Siege of Rouen was known for France's merciless conquest of the city. Thousands of French citizens starved to death, and the rest died in the gutters. What was supposed to be a glorious adventure had turned on its heels and thrown her down to Earth for the first time. Nearly dead in the ditch, Henrietta cursed the English. Cursed them for taking the city, cursed them for killing so many innocent, and cursed them for every petty thought in her mind, and in the heat of the fight she found herself face to face with a Pesta.

    Pesta, or plague women, feed on chaos and ruin. They bring about nothing but disease and death. This Pesta, in the form of an old beggar woman, had the plague in her emerald eyes and she sang sweet words to the dying child on the street. She helped Henrietta to realize her wicked genes. Jeanne, the Pesta said, was born of a witch, and in turn Henrietta was born of a witch's child. Henrietta and Pesta made a pact. The Pesta would save her life and grant her power, and in time the Pesta would return for a favor.

    When Henrietta awoke, men were calling her Henry, and she wore the outfit of a squire. She was entirely and utterly alone in the world. With no family and no memories to tell of, the French troupe accepted 'him' into their ranks and the rest was history. Henry trained in archery and in long weapons, as her stature was small and nimble. Shields and swords didn't suit her. It was in secret she studied poisons and her own magic. The Pesta would visit her in dreams to instruct the fledgling Witch.

    For years she hid among the French ranks, even seeing the end of the hundred years war with England. She earned her scars in battle, and grew to be a great asset among her team. In that time she had grown fond of a particular man, a knight by the name of Roland Delacroix. They were a team to be rivaled. Her with her speed and agility, him with his demonstrative power. Together they were unstoppable in the tide of battle, and back to back they were invincible.

    Henrietta admitted her lineage to Roland. That she was a relative of Jeanne d'Arc, and that she was a woman, that she had spoken to God and that just by being alive she was a crime to the crown. She was young and in love, and Roland was always at her side. It seemed natural to trust in him and lay bare her secrets. It would be the beginning of her downfall. In the end it was only time before she was found. The sway of her hips and her impish smile gave her away. Rumors began to circulate that Henry was not a man, and had committed a treacherous act. Cross dressing and impersonation. Roland had ratted her out, and in return she was to suffer the same fate as her aunt.

    In 1456 she was summarily accused of her crimes. They tried to burn her, but Henrietta would not burn. She moved the flames away with a twirl of her finger, and cursed the town she stood before. When she didn't burn, they tried again. For a week they let the fire burn, and Henrietta cursed them all. The next year she spent rotting in a cell, denied food and water until she was nothing but bone, but she did not die. A curse and a blessing were hers, thanks to the Pesta who awoke the Witch within.

    Finally, in the year 1457 Henrietta was denounced as a witch. She was sealed in a stone coffin and thrown into the river Seine. Beneath the calm of the river she grew tired, and closed her eyes in a vengeful slumber.[/spoili]

    Awakening:
    [spoili]
    Not much is actually known about Henrietta due to her impersonation as a man. The records the Knights Templar have were acquired through careful investigation into her persona Henry Foss. Henry's life began as a squire after the Siege of Rouen. He was successful and an eager recruit, but did nothing to stand out, as records indicate his name rarely.

    Records of Henrietta were even harder to find. Her father Pierre spent years searching for his daughter. He gave up his search man years after 'Henry' had come into existence, and he declared his daughter dead. Once she reappeared to be executed for her crimes, Pierre couldn't do a thing to save her.

    We weren't looking for Henrietta, we just found her. Of all the Knights we could have chosen to bring back, it was Jeanne we wanted, Joan of Arc to the modern tongue. Henrietta was the closest thing. It's just a damn shame the girl is a Witch.
    [/spoili]

    "A witch, a warrior, I am both and I am terrible."




 
Last edited:
  • Love
Reactions: junebug